Islands of Destiny: RA 5.0 Japanese Side

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Capt. Harlock
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by Capt. Harlock »

6. Four-Engine Bombers:
a. 4E bombers restricted to 10k or higher for naval and ground attacks (does not include PBY/Mavis type patrol craft)
b. 4E bombers CANNOT bomb troops

Looks interesting, but these rules appear to severely limit the B-17 up until the end of 1943. Airfield and port attacks and not much else.
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by bradfordkay »

I've always believed that the USN PB4Y Liberators should be allowed to attack at lower elevations because the Navy training was for such. I also think that 4E bombers should be allowed to attack troops in bases (not troops that are in non-base hexes). It wasn't done regularly, but it was done and there is a period of the war where the allies will have nothing else that can reach the enemy.
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John 3rd
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by John 3rd »

Brad: I LIKE the distinction of the USN Liberators and will send the comment on to Dan. It makes perfect sense to me.

Bombing troops in a base hex has some merit as well. Like that idea too...
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JeffroK
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by JeffroK »

As Yamamato would not go to all the trouble you envisage without a serious target, why not aim at a Hawaii/West Coast adventure.

Anything else would be a loss of face after such a change in potential.
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John 3rd
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by John 3rd »

Ohhhhhhhhhhh my...

If I TRULY wanted to freak the Southern Boatman then I would expand to the Historical Perimeter and STOP. THAT would cause all sorts of chaos on his side of things. Totally unexpected.
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JeffroK
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by JeffroK »

And Yamamoto would get assasinated ASAP and the Army take over.

Why would the empire expand its military strength, to capture Wellington or Sydney?

I doubt it.

The only reason would be to use their strength to attack the USA directly.

Its a bit of a cop out to use this scenario and then minimize risks, not the way the IRL japanese would approach it.
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SuluSea
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by SuluSea »

I like the combination of 6 , 9 (what can be accomplished) and even an small excursion into Canada although stopping behind Bullwinkles tested reinforcement lines. We know Dan likes to read the tea leaves through intel why not give him a little bit of everything. [:)]

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John 3rd
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by John 3rd »

ORIGINAL: SuluSea

I like the combination of 6 , 9 (what can be accomplished) and even an small excursion into Canada although stopping behind Bullwinkles tested reinforcement lines. We know Dan likes to read the tea leaves through intel why not give him a little bit of everything. [:)]


THAT is an interesting thought Sulu. Push into Aussieland like I am going for it when--in reality--the true push is eastern India and Ceylon. Hmmm... Rather deceitful and somewhat diabolical. LIKE IT. Will sleep on that idea...
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John 3rd
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by John 3rd »

This is what I sent to Dan earlier regarding the discussion above:


Dan,

Bradford Kay made an interesting comment within my AAR that I think holds some merit. This is what he wrote:

I've always believed that the USN PB4Y Liberators should be allowed to attack at lower elevations because the Navy training was for such. I also think that 4E bombers should be allowed to attack troops in bases (not troops that are in non-base hexes). It wasn't done regularly, but it was done and there is a period of the war where the allies will have nothing else that can reach the enemy.

I’d be comfortable if we added to the 4EB Lines:
3. USN PB4Y Liberators are excluded from the 10,000Ft Naval Attack Restriction.
4. Any 4EB may bomb troops if they are located in a base hex.

What do you think?
John
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traskott
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by traskott »

Good H.R., and the assault of Canada is a VERY good idea: Victoria is an useful port for the allied, denying him will hurt a lot.

BTW if u hate china I would suggest quiet China. It's an all of nothing scenario....
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by Cavalry Corp »

Can RA 5 be fitted to 4.6 - a campaign which is nearly in Sept 42?
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by John 3rd »

You can load it and accept the database changes. Past that...

Dan is gone for the week so I am going to start planning the Opening Turn. I really like the thoughts from earlier. I will make a serious looking push into Australia all the while planning to go into India for a left hook with the intent of taking all of eastern India. The key is HI and Resources. This will help with both and add the advantage of making any offensive against Burma--Sumatra start from much farther AWAY.
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John 3rd
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by John 3rd »

Dan just emailed saying that he is back from Florida. He survived his family vacation and we can now begin prepping for the start of the campaign.

Have been giving this some serious thought so we'll Post later on with some opening plans. Can say this though:

Landing Concentrations:
1. Malaya: 3 ID+
2. Palembang--Western Java: 4th ID
3. Luzon: 4-5 ID
4. Mindanao--Timor--NW Aust: 56th ID
5. Burma: 2 ID
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GreyJoy
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by GreyJoy »

ORIGINAL: John 3rd

You can load it and accept the database changes. Past that...

Dan is gone for the week so I am going to start planning the Opening Turn. I really like the thoughts from earlier. I will make a serious looking push into Australia all the while planning to go into India for a left hook with the intent of taking all of eastern India. The key is HI and Resources. This will help with both and add the advantage of making any offensive against Burma--Sumatra start from much farther AWAY.


This is, imho, the best plan you can have.
As far as i can tell, a western perimeter that goes from Exmouth up to Calcutta, passing through Cocos Island, gives Japan enough time to build a real WALL in Burma-DEI-Timor (the inner perimeter), so to force the allies to accept a much more expensive and risky pacific strategy.
Does your Mod includes the refineries not producing supplies? If so, how are you facing the problem of keeping in decent supply-shape a so extended front?
I'm really struggling in DBB to have enough supplies in my front lines, even with a much much smaller perimeter than what you're planning to have and, despite being already at the end of nov 42, i haven't found a solid solution yet
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John 3rd
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by John 3rd »

Our Mod still has supplies produced at the refinery areas.

This attack plan will massively extend the perimeter but it will force him to stay a long way from the vitals. If he chooses to go into the DEI once the perimeter is established then it will HAVE to be CV supported. If things go well I should be able to pummel him throughout 42, have an advantage into 43, and then just hang on after that...
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by Mongol_Horde »

ORIGINAL: John 3rd


Traskott: I just went over the old WitP Forum site to find the name of the AAR but was shocked that they had deleted nearly all of them. HORRIBLE. YES: I did land in India in 1945 and achieved total surprise. Didn't go well after that but it a trifle bit exciting to plan, carry out, and then watch.



For those who have a lot of time to spend before we see combat reports here:

Forlorn Hopes
The Japanese Side: (John 3rd)
The Allied Side: (Canoerebel)


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John 3rd
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by John 3rd »

Forlorn Hopes! That was the name of the AAR! Thank you very much. Mongol Horde: That is a very nice thing to do Posting it here.
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John 3rd
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by John 3rd »

Spent 2 hours clicking the dratted mouse last night getting the turn started. Got all of Japan done, the CV TFs, economic changes, and any TF in Japan.

Things I do on Turn One:
1. All 3,241 14Kn AKs (become TKs in June 42) sent to Sakhalin. I pull them out of the entire Pacific. Cannot afford to lose one.
2. All 3,241 12Kn AKs (become PGs in June 42) sent to Shanghai and Pt Arthur. Same reasoning...
4. Send about 40 of the 4,000T AK to Hokkaido for CS Convoys.
5. Send about 20 of the same class to Pt Arthur for CS Convoys.
6. Load up all Chutai and Daitai with max pilots and set everyone to REST until morale is 99%.
7. TKs Move (1250s to Sakhalin and Shanghai, 7950s to Pt Arthur, all larger TKs to Tokyo).
8. Concentrate all remaining AKs in Home Islands to Tokyo, Osaka, and Nagasaki.
9. Order shipping to Sendai to pick-up rest of 2nd ID for landing at Naga.
10. Take all the older DDs (3,000 & 3,600 Range) and split them to Paramushiro Jima and Saipan. The PJ will be used for Fast TF operations in the Aleutians. Saipan's will work to catch any fleeing Allied shipping from Phil.
11. Expand Naval Shipyards about 50 points and Merchant Yards about the same.
12. Create 5 small production lines for to research Tojo IIa at about 125, raise Kate and Val production to about 50 planes, expand Oscar, Lily, and Sally lines.
13. Need to create massed research lines for George, Frank, Peggy, and Frances...
14. Form-up CVE Taiyo and Hosho (CL and 4 DD) in Hiroshima and send them east of Phil.
15. Form-Up 4 BB and DD escort to head for same location.
16. CarDiv1 & 5 set to hit PH. All Zero to escort (CAP 30%), 2 Daitai of Vals on AF Attack--2 on port, and all 4 Kate on Port Attack
17. 4 AOs to follow this TF and be NORTH of Hawaii
18. 3 AOs to Kwajalein
19. CarDiv2 to attack Manila from East. All Attack Daitai on Port Attack.
20. About 20 ships converting to Troop AK and 8 AKs converting to AKE.

This is as far as I got.
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by pws1225 »

Ugh! The fun of the Japanese 1st turn!
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John 3rd
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RE: Islands of Destiny: RA 5.0 Japanese Side

Post by John 3rd »

You got that!

Ugggggg...I may have to start over. We've been working on the Mod (see recent RA Design Thread Posting) and I probably need to begin all over so I get the map changes added into it...

GREAT!
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