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China supply mod DBB - C, EM, SL, LC Burns (allies) vs. Mr. Pink (Japan)

 
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China supply mod DBB - C, EM, SL, LC Burns (allies) vs... - 9/16/2014 4:49:43 AM   
Jim D Burns


Posts: 3457
Joined: 2/25/2002
From: Salida, CA.
Status: offline
This will be an AAR for a game between Mr. Pink (Japanese) and myself (allies) playing a modded version of DaBigbabes Ė C extended map scenario with stacking limits and lowered cargo. The only modification made to the scenario is a change to supply in China to try and address the problem of China collapsing in most games.

We will be using the following house rules:

Fighter and fighter bombers may never operate above 30k feet.

No 4e naval attacks below 10k.

No suicide picket task forces designed to draw off carrier strikes allowed.

Must pay PP to cross national borders with restricted units.

No more than one 4e group (3 squadronís equalís one group) operating out of China per year. So one group in 41, two in 42, three in 43, etc.

In all things try to avoid gamey play if possible




The changes Iíve made to the scenario give each base in China with Chinese nationality a minimum of 80 daily supplies no matter who controls it at start. Bases that had higher daily supply incomes remained unchanged except for urban hexes. Dense urban hexes get 400 daily supply and light urban hexes get 200. Chungking remains unchanged at 400 daily supplies. Due to the nationality setting of the bases, only the allies can make use of the supply.

This is my first time playing a PBEM game with these supply changes to China, but Iíve been working on the issue vs. the AI for quite a while now and have gone through many different mods to try and address the issue.

Initially I tried putting a lot of extra supply in and around Chungking, but after a 6+ month play through, I found supplies were still not getting out to the perimeter bases where the fighting was going on even though there was lots of supply in the rear area bases. Some supply did trickle out, but for the most part the perimeter bases remained in the red and the Chinese were fighting most battles with the nasty (Ė)supply hit.

So then I shifted gears in my approach and decided to try the harder to implement procedure of putting a smaller amount of supply into the system, but spreading it out among all the bases. I tried using lower amounts of 40, but it proved too little to allow even a single larger Corp from being able to stay out of the red during fighting (larger Corps use in excess of 1700 per month in combats).

I only played a test run into January with this new version giving each base 80 supply before the opportunity for a PBEM game came up. So it wasnít tested for long but in the short time I tested it, the results were looking good. It was keeping most of the bases out of the red, but not a lot of really heavy combat had occurred yet.

The reason Iíve added supply to every base with Chinese nationality instead of just allied controlled ones is to try and simulate the guerilla war in China better. Historically Japan had to contend with hundreds of thousands of Chinese troops operating in their rear areas in the backcountry behind and between their main logistics lines.

WitP has always been a poor simulator of this reality due to the fact the only supply available to the Chinese in those areas of the map were the hexes with industries in them and they are all heavily defended. So capturing someplace that could feed the smaller guerrilla units in the Chinese OOB was pretty much impossible so units that moved behind the lines would simply starve. Now any base hex in China can potentially feed the guerillas so the strategy of sending a unit behind the lines to capture some out of the way or lightly defended base to use as a base for launching harassing attacks at least has a chance of succeeding if players choose to try it.

I beefed up the urban hexes supply incomes more as a deterrent to Japan than out of any expectation they should ever be captured. If Japan wants to send too many of his larger more combat capable garrison troops to the rear to chase down the partisans and replace them with the weaker Chinese allied troops, he will risk giving China the chance to capture an urban center that can truly add a significant boost to the Chinese war effort if taken.

Because the intent of the mod is to make China historically defensible, Iíll be fighting tooth and nail for every hex. No running away to the hills to try and simply survive, China should be able to hold what it has or at a minimum put up a spirited defense that takes years to break.

My opponent and I have agreed if the mod proves to be too advantageous to the allied cause to simply go quiet in China and have the lines go static. The intent of the changes is to make China defensible but not too strong. Itís a work in progress and I donít expect that this will be the final solution by a long shot, but Iíll link the scenario here so anyone who wants to try it out can give it a whirl. If you do try it out I strongly suggest you use the 4e group limits for China spelled out in our house rule above.

Iíll be tracking supply in game each month on the 7th and will post the results in the AAR to see how the supply available in China is growing or falling.

The at start supply levels for China upon opening the scenario before the first turnís execution are:

Supply held in bases at start: 82980

Supply held in units at start: 113151

Unfortunately I cannot get Tracker to work with my 64 bit version of Windows 7 pro, so adding this all up is very time consuming. If anyone has this exact map and scenario already installed and has a working version of tracker going and wouldnít mind using tracker to open the game and get these totals for me, please post here in the thread and Iíll send you the save and my password on the turns I need the tallies. Iím not even sure tracker can even give these totals as itís been years since Iíve been able to use it so I no longer know exactly what it can do.

Edit: I had to rename the scenario file to .txt in order to upload it, rename it to .rar to be able to open it. To download it, right click the file and 'save target as' to the location you want it.

Jim


Attachment (1)

< Message edited by Jim D Burns -- 11/10/2014 9:09:42 AM >


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RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 9/16/2014 5:43:46 PM   
witpqs


Posts: 16787
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

Unfortunately I cannot get Tracker to work with my 64 bit version of Windows 7 pro, so adding this all up is very time consuming. If anyone has this exact map and scenario already installed and has a working version of tracker going and wouldnít mind using tracker to open the game and get these totals for me, please post here in the thread and Iíll send you the save and my password on the turns I need the tallies. Iím not even sure tracker can even give these totals as itís been years since Iíve been able to use it so I no longer know exactly what it can do.

Jim,

This advice has been posted several times in the tracker thread, and the reason I mention it is that there it included illustrations to help point out the correct file to download from Oracle. Look for my posts in the Tracker thread. BTW, Floyd and Damien provided it, I just made some illustrated posts laying it out.

Basically, there is no problem running Tracker on any newer version of Windows, yours included. The lynch-pin is that it requires the 32-bit version of Java 6. As you know, Java 6 is long discontinued by Oracle (Java was formerly Sun, Oracle bought them). Note that the correct version of Java does not need to be installed, it just needs to be present so your .bat file that runs Tracker can point to it.

In fact, Java 6 is so old an insecure that you don't want it to be accessible from your Internet browser, you only want your local programs to be able to find it if the know where it lives.

Two parts to getting tracker running. 1) Have Java 6 there, and 2) have your tracker.bat file (or whatever the bat file is named) point specifically to the correct version of java. Here is the contents of my own .bat file (I use the nomap option):
quote:

"C:\Program Files (x86)\Java\jre6\bin\java" -Xms512m -Xmx768m -jar "WitPTracker.jar" nomap
pause

Notice how instead of simply runnnig "java" the file looks for "java" in a very specific place.

That takes care of part 2. Part 1, have Java 6 there, requires you to either have or download the last Java 6 installation file (Java 6 version 33) and get it installed. Go to the Tracker thread and look for my posts on that. You might have to go back a few pages.

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(in reply to Jim D Burns)
Post #: 2
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 9/16/2014 6:04:50 PM   
Yaab


Posts: 1357
Joined: 11/8/2011
From: Poznan, Poland
Status: online
Jim, I think there are many problems with supply in China.

I tried to wrap my head around those problems in this thread:
http://www.matrixgames.com/forums/tm.asp?m=3428992

Some new thoughts:

-China Command HQ is static, so it traps 25,000 supplies in Chunking even if you don't want supplies there.

-you have got main railroad from Tuyun to Changsha and Kukong, so you can move lots of supplies by rail in one day by manipulating supply levels in bases, but you CANNOT store much supply in those bases because they are mostly underdeveloped (check their spoilage levels) - Tuyun, Liuchow and Kukong are the worst offenders. On the other hand, Changsha can hold 20,000 supplies without spoilage

-you could try to move Burma supplies by air within China. Fly from Kunming to Tuyun (develop airfield there) so the supply leaves the Kunming area and can be distributed by rail from Tuyun via base supply manipulation. Moving supplies by main railroad results in the least spoilage of supply.

BTW, 80 daily supplies for each base seems generous.




< Message edited by Yaab -- 9/16/2014 7:12:56 PM >

(in reply to witpqs)
Post #: 3
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 9/16/2014 6:09:22 PM   
Richard III


Posts: 606
Joined: 10/24/2005
Status: offline
Jim

I`ve been away too so I`ll be following this for your China supply tweak, although I thought one of the official AE patches/updates of past years partly fixed the China supply issue collapse for the Allies in the stock GC scenarios 1 & 2 ??

...or was it in one of the DB`s scenarios GC`s ?

RL

PS: Nice to see ya back..

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"If all you have is a hammer, everything looks like a nail"
A. Maslow

(in reply to witpqs)
Post #: 4
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 9/17/2014 4:01:25 AM   
Jim D Burns


Posts: 3457
Joined: 2/25/2002
From: Salida, CA.
Status: offline
@witpqs Thanks I'll dig up the posts and try and get tracker working. It would be great to get to use that tool again.

@Richard III Nice to see you back as well. I've missed WitP, I'm really looking forward to this game.

I know 80 seems generous at first, but that is the minimum level that will allow a single larger Corps or several smaller ones to remain in supply and out of the red at a front line base. Also testing with my earlier attempts proved to me there are some major issues with supply distribution moving between bases in China so focusing supply at only a few bases probably wonít address the problem.

The 6+ month test I did saw hundreds of thousands of supply produced in and around the Chungking area, but bases like Chuhsien, Pucheng, Yenen and other bases out on the perimeter of Chinese control rarely if ever pulled any supply (I had them all set to pull the extra 25k, but it didn't make a difference). Even with rear area bases flush with supply, the major combat areas still had Chinese units fighting in the red. The net effect would mean China would still have to fall back simply to survive in a PBEM game, so putting supply in the rear and hoping it will get out to the troops that need it simply wonít work in China.

So as far as I can tell the only way to make China more defensible is to get the supply out into all the bases. Granted 80 at every base is pretty generic, but Iím still in the testing stage. 40 proved to be too little to help, 80 may be too much, I donít know yet. In the end after considerably more testing I suspect certain bases will end up getting more and others less, but I simply donít have enough in game data to make any calls about what will work and what isnít needed yet.

Thatís why Iím going to go through the process of tracking supply stockpiles on a monthly basis. Once I have a working tally of supply needs and usage through several years of game play, making final conclusions about how much to add without adding too much will be a much easier task (don't forget the Chinese army almost doubles in size once everything repairs, it could take years to get a final monthly supply consumption tally for them). But first enough supply has to exist to let China make a go of it so it can last long enough to build the long term data needed.

I do like the effect of having any and every base being able to feed at least a single large Corp on its own, so Japan canít simply threaten to surround a base with small ant sized units to get China to flee due to supply concerns. That in my opinion is a game engine exploit and having every base able to feed a small but defensible force helps fight that exploit.

Jim




< Message edited by Jim D Burns -- 9/17/2014 6:19:00 AM >


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Post #: 5
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 9/17/2014 5:20:10 AM   
Yaab


Posts: 1357
Joined: 11/8/2011
From: Poznan, Poland
Status: online
Remember, at start, there are free 37,500 supplies in China in bases which do not need them:

32,000 supplies in Chungking
3000 supplies in Kwangchowan
2000 in Tsuyung
500 in Mengtze

Make a test and try to manipulate the the supply needs in bases like Sian, Changsha, Kunmning (up their need to 7,000 supplies so they try to gather 21,000 supplies). Select one base and process the turn. Here are my results for December 8, 1941 :

Changsha Ė collected 18,000 supplies (had 3000 at start) = 21,000 supplies on December 9.

Liuchow - collected 17,500 supplies (started at 500), could not get new supplies on Dec 9.

Sian Ė collected additional 3000 supplies in one day.

Kunming Ė collected 700 supplies (Kunming has max draw limit of 800 supplies)

In those tests, the supplies in Chunking dropped from 45,000 supplies to 13,000-11,000 supplies

You can shuffle big quantity of supplies using the main railroad from Tuyun to Changsha, but you can hardly push supplies to bases off the railroad grid.


< Message edited by Yaab -- 9/17/2014 6:20:37 AM >

(in reply to Jim D Burns)
Post #: 6
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 9/17/2014 5:25:58 AM   
Jim D Burns


Posts: 3457
Joined: 2/25/2002
From: Salida, CA.
Status: offline
A lot of supplies start in units, far more than they require, so the first few turns will see that excess supply dumped into the local bases. Also remember, supply that moves in China loses 10%-20% or so per hop due to spoilage (less along the few good transportation lines), so moving 10k from Chunking to Sian means probably less than half arrives ultimately if it makes enough different hops on the journey.

Jim


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RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 9/25/2014 11:45:54 AM   
Jim D Burns


Posts: 3457
Joined: 2/25/2002
From: Salida, CA.
Status: offline
8 Dec 41

We are playing an historical start and my opponent got a pretty good Pearl strike in with 44 torpedoes finding their mark. The Oklahoma and Arizona are sunk outright and the rest of Battleship row is in tatters, all six remaining battleships suffered very heavy damage. None of them have less than 50% float damage.

I put the three battleships with the heaviest damage in the shipyard, the rest go pierside to clear away the minor damage first along with the dozens of other vessels smashed up in the strike. Iíll cycle ships into the shipyard to fix their heavier damage once their minor damage has been cleared away at pierside.

With only 22 Japanese planes downed by flak, my opponent may decide to stick around, so Iíve placed all available fighters (perhaps 60-70 total) on CAP with a range setting of zero. All other planes are stood down.


--------------------------------------------------------------------------------
Morning Air attack on Pearl Harbor , at 180,107

Weather in hex: Clear sky

Raid detected at 120 NM, estimated altitude 9,000 feet.
Estimated time to target is 40 minutes

Japanese aircraft
A6M2 Zero x 68
B5N2 Kate x 144
D3A1 Val x 126

Allied aircraft
no flights

Japanese aircraft losses
A6M2 Zero: 9 damaged
A6M2 Zero: 14 destroyed by flak
B5N2 Kate: 13 damaged
B5N2 Kate: 4 destroyed by flak
D3A1 Val: 21 damaged
D3A1 Val: 4 destroyed by flak

Allied aircraft losses
P-40B Warhawk: 2 destroyed, 56 damaged
P-40B Warhawk: 10 destroyed on ground
PBY-5 Catalina: 93 damaged
PBY-5 Catalina: 19 destroyed on ground
B-18A Bolo: 23 damaged
B-18A Bolo: 5 destroyed on ground
B-17E Fortress: 11 damaged
B-17E Fortress: 1 destroyed on ground
R3D-2: 1 destroyed on ground
P-36A Mohawk: 10 damaged
P-36A Mohawk: 2 destroyed on ground
O-47A: 16 damaged
O-47A: 3 destroyed on ground
SBD-1 Dauntless: 33 damaged
SBD-1 Dauntless: 8 destroyed on ground
B-17D Fortress: 33 damaged
B-17D Fortress: 5 destroyed on ground
A-20A Havoc: 11 damaged
A-20A Havoc: 6 destroyed on ground
C-33: 1 damaged
C-33: 1 destroyed on ground
F4F-3 Wildcat: 4 damaged
F4F-3 Wildcat: 1 destroyed on ground
OS2U-3 Kingfisher: 2 destroyed

Allied Ships
xAKL Manini
BB Tennessee, Bomb hits 7, Torpedo hits 3, on fire, heavy damage
BB Maryland, Bomb hits 8, Torpedo hits 6, on fire, heavy damage
BB Pennsylvania, Bomb hits 7, Torpedo hits 4, heavy fires, heavy damage
DMS Perry
BB Oklahoma, Bomb hits 2, Torpedo hits 5, and is sunk
BB Nevada, Bomb hits 8, Torpedo hits 4, heavy fires, heavy damage
BB California, Bomb hits 9, Torpedo hits 3, heavy fires, heavy damage
BB Arizona, Bomb hits 2, Torpedo hits 4, and is sunk
CL Helena, Bomb hits 1, Torpedo hits 2, heavy damage
xAP St. Mihel
DM Ramsay
BB West Virginia, Bomb hits 3, Torpedo hits 3, on fire, heavy damage
DD Phelps, Torpedo hits 1, on fire, heavy damage
CM Oglala, Bomb hits 2, on fire
CL Detroit, Bomb hits 1
DD Chew, Bomb hits 1, on fire
CA New Orleans, Bomb hits 2, Torpedo hits 2, on fire, heavy damage
DM Montgomery, Torpedo hits 1, and is sunk
CA San Francisco, Bomb hits 3, Torpedo hits 1, heavy fires, heavy damage
CL Raleigh, Bomb hits 2, Torpedo hits 1, on fire
SS Cachalot, Bomb hits 1, heavy damage
PT-24, Bomb hits 1, and is sunk
DD Aylwin, Bomb hits 1, on fire
CL St. Louis, Bomb hits 1, Torpedo hits 1
AK Alchiba, Bomb hits 1
DD Hull, Bomb hits 1, heavy fires, heavy damage
DD Cassin, Torpedo hits 1, and is sunk
DD MacDonough, Bomb hits 1, on fire, heavy damage
AV Curtiss, Bomb hits 1, heavy fires
CL Honolulu, Bomb hits 1
DM Sicard, Bomb hits 1, on fire
DMS Zane, Bomb hits 1, heavy fires, heavy damage
DD Bagley, Torpedo hits 1, on fire, heavy damage
DD Selfridge, Torpedo hits 1, heavy damage
DD Farragut, Bomb hits 1, on fire

Allied ground losses:
11 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled

Airbase hits 57
Airbase supply hits 2
Runway hits 80

CAP engaged:
18th PG/19th PS with P-40B Warhawk (0 airborne, 0 on standby, 0 scrambling)
0 plane(s) not yet engaged, 0 being recalled, 1 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 0 and 10000.
Time for all group planes to reach interception is 43 minutes
15th PG/47th PS with P-40B Warhawk (0 airborne, 0 on standby, 0 scrambling)
0 plane(s) not yet engaged, 2 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 0 and 10000.
Time for all group planes to reach interception is 3 minutes

Training flight from 18th PG/19th PS has been caught up in attack
Training flight from 15th PG/47th PS has been caught up in attack
Massive explosion on DM Sicard

--------------------------------------------------------------------------------

Force Z is attacked 3 times and the Prince of Whales is hit by a total of three torpedoes, BC Repulse manages to avoid the torpedoes launched at it. Damage to the Prince of Whales is 24/62/7 and Iíve ordered it to Singapore for repairs. I doubt Iíll have time to finish repairs before itíll have to leave port, but the idea of trying to make Cape Town with 62 float scares me, so Iíll repair as much damage as I can before sending it on the long voyage.

The heroes of these battles are the British fighters who unexpectedly showed up and flew LRCAP over the fleet during the last two attacks. The turn loss page shows 5 Nellís lost and 8 Bettyís lost for the turn in total. 3 Nellís and 6 Bettyís were lost as a result of air to air, so the reports below must be FOW.


--------------------------------------------------------------------------------
Morning Air attack on TF, near Mersing at 52,82

Weather in hex: Clear sky

Raid spotted at 25 NM, estimated altitude 26,000 feet.
Estimated time to target is 9 minutes

Japanese aircraft
G3M2 Nell x 9

Japanese aircraft losses
G3M2 Nell: 4 damaged

Allied Ships
BB Prince of Wales, Torpedo hits 2, on fire

Aircraft Attacking:
9 x G3M2 Nell launching torpedoes at 200 feet
Naval Attack: 1 x 45cm Type 91 Torp

--------------------------------------------------------------------------------
Afternoon Air attack on TF, near Mersing at 52,82

Weather in hex: Clear sky

Raid spotted at 17 NM, estimated altitude 26,000 feet.
Estimated time to target is 6 minutes

Japanese aircraft
G3M2 Nell x 9

Allied aircraft
Buffalo I x 2

Japanese aircraft losses
G3M2 Nell: 1 destroyed, 3 damaged

No Allied losses

Allied Ships
BB Prince of Wales

Aircraft Attacking:
8 x G3M2 Nell launching torpedoes at 200 feet
Naval Attack: 1 x 45cm Type 91 Torp

CAP engaged:
No.488 Sqn RAF with Buffalo I (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 10000 , scrambling fighters between 0 and 10000.
Raid is overhead

--------------------------------------------------------------------------------
Afternoon Air attack on TF, near Mersing at 52,82

Weather in hex: Clear sky

Raid spotted at 24 NM, estimated altitude 26,000 feet.
Estimated time to target is 8 minutes

Japanese aircraft
G4M1 Betty x 13

Allied aircraft
Buffalo I x 7

Japanese aircraft losses
G4M1 Betty: 4 destroyed, 2 damaged
G4M1 Betty: 1 destroyed by flak

No Allied losses

Allied Ships
BC Repulse
BB Prince of Wales, Torpedo hits 1, on fire, heavy damage

Aircraft Attacking:
6 x G4M1 Betty launching torpedoes at 200 feet
Naval Attack: 1 x 45cm Type 91 Torp

CAP engaged:
No.243 Sqn RAF with Buffalo I (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 10000 , scrambling fighters between 0 and 10000.
Raid is overhead
No.453 Sqn RAF with Buffalo I (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 10000 , scrambling fighters between 0 and 10000.
Raid is overhead
No.488 Sqn RAF with Buffalo I (2 airborne, 0 on standby, 0 scrambling)
(2 plane(s) diverted to support CAP in hex.)
2 plane(s) intercepting now.
1 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 10000 and 18000.
Time for all group planes to reach interception is 15 minutes

--------------------------------------------------------------------------------

This was the big turn for doing all the initial allied orders, and I found I am really rusty having been away from PBEM play for so long. I spent a good 8+ hours doing my move, but now the vast majority of busy work is done so turns should go pretty fast from now on.

Having read some AARís recently, it appears the predominate Japanese strategy in most PBEM games now is to bypass the PI and go for an overwhelming fast strike at Singapore and then on to India or Australia. I wracked my brains trying to come up with a way to punish Japan should my opponent do this, and Iíve found Iím at a loss to counter this strategy. At best I can get some dive bombers into the PI within a week or so, but that only gives me a reach of 6-7 hexes.

So Iíll have to be prepared for a possible counter-attack into northern Luzon to get me back to the north coast if my opponent fails to bring a large land force to Luzon. Thatíd let my dive bombers close down the sea hexes south of Formosa, but Japan will still have a free hand north of Formosa, so even should I manage to take all of Northern Luzon back, I donít see myself being in a position to punish Japan for a bypass move. Has anyone come up with a good counter to this early bypass and rush strategy?

Baring a good strategy to force him to deal with Luzon, I think my only alternative is going to be to fall back to India/Australia with as much stuff as I can save as heíll be coming at me hard and fast before I get enough stuff on map to defend either location with adequately.

Singapore will never hold out vs. 6+ divisions so it seems a waste to let the third Corp simply die there if there is no chance at all it can hold out till February. And a quick fall of Singapore means Burma will likewise collapse under the weight of an early Japanese rush, so staying there just to see the units die seems dumb as well.

A quick perusal of the changes to the Australian OOB has me a little concerned as well. No divisions are available to the Australians, brigades only, and most of those vanish within a year or so. So getting some serious US force onto the Australian continent before Japan can land is imperative I think.

My personal play style is to fight anywhere and everywhere, so it really bugs me that Sir Robin appears to be the only smart option left to the allies if Japan decides to bypass the PI. So can anyone point me to an AAR that demonstrates a successful allied defense vs. a Japanese bypass move?


Jim





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(in reply to Jim D Burns)
Post #: 8
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 9/25/2014 12:07:44 PM   
Jim D Burns


Posts: 3457
Joined: 2/25/2002
From: Salida, CA.
Status: offline

quote:

ORIGINAL: witpqs
requires you to either have or download the last Java 6 installation file (Java 6 version 33) and get it installed. Go to the Tracker thread and look for my posts on that. You might have to go back a few pages.

Hi witpqs,

I tried to get tracker running and got this screen. Iíve installed both java and C++ as recommended, but no luck.

Jim






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Post #: 9
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 9/25/2014 1:39:37 PM   
Wargmr


Posts: 3001
Joined: 6/29/2013
Status: online
If you make China stronger doesnt it change the balance of the overall game?

More and harder fighting in China will lead to the associated supply usage for the Japanese.

One of the things that fascinates me about this game is it is not designed to be "fair" or "equal".

It will be interesting to monitor this game.

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Post #: 10
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 9/25/2014 6:30:47 PM   
EHansen


Posts: 360
Joined: 12/6/2013
Status: offline
I believe if you copy the pwsdll.dll file from the main directory to the tracker directory it should work.

(in reply to Jim D Burns)
Post #: 11
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 9/25/2014 9:11:03 PM   
Jim D Burns


Posts: 3457
Joined: 2/25/2002
From: Salida, CA.
Status: offline

quote:

ORIGINAL: EHansen

I believe if you copy the pwsdll.dll file from the main directory to the tracker directory it should work.


Thanks Ezra, it was already in there. I tried copying over it with the one from the game, still no luck same screen as before.

Jim

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Post #: 12
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 9/25/2014 9:28:55 PM   
Jim D Burns


Posts: 3457
Joined: 2/25/2002
From: Salida, CA.
Status: offline

quote:

ORIGINAL: Wargmr

If you make China stronger doesnt it change the balance of the overall game?

More and harder fighting in China will lead to the associated supply usage for the Japanese.

One of the things that fascinates me about this game is it is not designed to be "fair" or "equal".

It will be interesting to monitor this game.



Iím not trying to make China more difficult in the sense it can hurt the Japanese offensively, Iím just trying to make it survivable. China was about right in the CHS versions of WitP, most games played under CHS resulted in a stalemate in China. AE changed all that and China has been a pushover ever since. I do not believe it was by design though, I just think some assumptions were made about supplies in China that were wrong so China starves to death.

If we can find the knifes edge that gives China enough supply to not starve to death, but not so much that 4e bombers can operate without a major air lift operation, then Iíll be happy. But finding that point will probably be a multi-year effort and this PBEM is my first serious venture to collate enough data to begin that process.

You can only go so far in trying to fix China playing vs. the AI, it simply isnít aggressive enough to put the needed long term pressure on supply consumption in China. China will probably burn through 4 or 5 times the supply in this game as it was using vs. the AI in my early test games.

Japan will probably see some uptick in supply needs in China, but it probably wonít be much. Being in combat is what increases supply demands, not winning or losing the combats (though retreats do force you to burn more supplies). Supply consumption does not depend on the difficulty of the fights, so tougher fights shouldnít see Japanís combat needs go up by much if at all.

Whether Japan is steam rolling the Chinese or just bashing heads with them, the supply consumption will be close to the same. More casualties will force more equipment items to get produced, so there will be increased demands, but I doubt itíll change balance much. But if it does we can easily make changes to compensate if needed.

Jim


_____________________________



(in reply to Wargmr)
Post #: 13
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 9/25/2014 9:45:00 PM   
EHansen


Posts: 360
Joined: 12/6/2013
Status: offline
I am sorry, I was wrong, bad memory. See this link

(in reply to Jim D Burns)
Post #: 14
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 9/25/2014 10:00:02 PM   
Jim D Burns


Posts: 3457
Joined: 2/25/2002
From: Salida, CA.
Status: offline

quote:

ORIGINAL: EHansen

I am sorry, I was wrong, bad memory. See this link



Huzzah! Thank you sir, after all these years it works.

Jim

_____________________________



(in reply to EHansen)
Post #: 15
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 9/25/2014 10:12:53 PM   
Wargmr


Posts: 3001
Joined: 6/29/2013
Status: online
Thanks for the thoughtful reply!

_____________________________


(in reply to EHansen)
Post #: 16
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 9/27/2014 8:08:19 PM   
Yaab


Posts: 1357
Joined: 11/8/2011
From: Poznan, Poland
Status: online
With all these new supply sources, China may accumulate a considerable surplus of supply. That could translate into a construction boom, as there would be no supply dearth for new forts and airfields. I guess the bottleneck may be engineers - China just does not have enough of them. Actually this boom is inevitable since in order to avoid supply spoilage, one have to build bigger airfields. In my DaBigBabes game, I am already suffering spoilage in Chengchow (airfield level 1). On 20 December, the base have accumulated 8500 supplies (in anticipation of a siege), and the supply spoilage kicked in. You can shuffle the supplies in China using supply levels at bases, but you also need airfields to house these supplies.

< Message edited by Yaab -- 9/27/2014 9:09:21 PM >

(in reply to Wargmr)
Post #: 17
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 10/1/2014 5:27:35 PM   
Jim D Burns


Posts: 3457
Joined: 2/25/2002
From: Salida, CA.
Status: offline
9 Dec 41

Japanese subs are a menace around Singapore and conduct several attacks. BC Repulse is hit hard and 2 smaller ships are sunk. I-121 is hit five times by DD Express and once by DD Electra, but the battle replay makes it appear damage to the sub was very light.

--------------------------------------------------------------------------------
Submarine attack near Kuantan at 53,78

Japanese Ships
SS I-154

Allied Ships
xAKL Dai Tung, Shell hits 2, Torpedo hits 2, heavy fires, heavy damage

xAKL Dai Tung is sighted by SS I-154
SS I-154 attacking on the surface
--------------------------------------------------------------------------------
Sub attack near Singapore at 51,84

Japanese Ships
SS I-121, hits 1

Allied Ships
BC Repulse, Torpedo hits 1
DD Electra

SS I-121 launches 4 torpedoes at BC Repulse
I-121 bottoming out ....
DD Electra fails to find sub, continues to search...
DD Electra attacking submerged sub ....
SS I-121 eludes ASW attack from DD Electra
DD Electra fails to find sub, continues to search...
DD Electra fails to find sub, continues to search...
DD Electra fails to find sub, continues to search...
Escort abandons search for sub
--------------------------------------------------------------------------------
Sub attack near Singapore at 51,84

Japanese Ships
SS I-121, hits 5

Allied Ships
DD Express

SS I-121 launches 4 torpedoes at DD Express
I-121 bottoming out ....
DD Express attacking submerged sub ....
DD Express fails to find sub, continues to search...
DD Express fails to find sub, continues to search...
DD Express attacking submerged sub ....
DD Express fails to find sub, continues to search...
Escort abandons search for sub
--------------------------------------------------------------------------------
Submarine attack near Tandjoengpinang at 52,85

Japanese Ships
SS I-153

Allied Ships
AVP Poolster

AVP Poolster is sighted by SS I-153
SS I-153 launches 2 torpedoes
--------------------------------------------------------------------------------
Submarine attack near Tandjoengpinang at 52,85

Japanese Ships
SS I-153

Allied Ships
AVP Poolster, Torpedo hits 1, heavy damage

AVP Poolster is sighted by SS I-153
SS I-153 launches 2 torpedoes
--------------------------------------------------------------------------------

Repulse and Prince of Whales make it to Singapore and are both placed into the shipyard. Both ships need just under 150 days to repair damage, so the allies have no heavy ships to defend the SRA. Looks like itíll be up to the US Asiatic fleet to try and dish out a little pain.

I was contemplating sending CA Huston and CL Boise to the area around Cagayan to try and help the evacuating ships from Manila escape, but Mini KB vanished this turn and there is no indication where it is headed. I donít want to lose the only real surface threat I have in the area right now this early to air attacks, so for now the Asiatic fleet ships will head to Balikpapan to form up the fleet and prepare to engage some Japanese fleets that appear to have light escorts.

At Bataan two minesweeping task forces clear away the mines and AM Finch hits a mine and goes down to the last mine cleared always gets a hit bug. Youíd think after all the years theyíd have squashed this bug by now.


--------------------------------------------------------------------------------
TF 157 encounters mine field at Bataan (78,77)

Allied Ships
AM Lark
AM Quail
AM Tanager

11 mines cleared
--------------------------------------------------------------------------------
TF 154 encounters mine field at Bataan (78,77)

Allied Ships
AM Bittern
AM Finch, Mine hits 1, on fire, heavy damage
AM Whippoorwill

29 mines cleared
--------------------------------------------------------------------------------

Air to air battles were extremely light this turn (4 planes total lost map wide in air to air), over Luzon I lose 1 Warhawk and Japan loses 1 Betty bomber. Map wide a total of 8 planes are lost to all causes, 3 are allied planes.

Japan conducts lots of ground strikes with his bombers vs. my land units in Malaya and China this turn.


Jim





Attachment (1)

_____________________________



(in reply to Jim D Burns)
Post #: 18
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 10/1/2014 5:43:01 PM   
Jim D Burns


Posts: 3457
Joined: 2/25/2002
From: Salida, CA.
Status: offline
quote:

ORIGINAL: Yaab

With all these new supply sources, China may accumulate a considerable surplus of supply. That could translate into a construction boom, as there would be no supply dearth for new forts and airfields. I guess the bottleneck may be engineers - China just does not have enough of them. Actually this boom is inevitable since in order to avoid supply spoilage, one have to build bigger airfields. In my DaBigBabes game, I am already suffering spoilage in Chengchow (airfield level 1). On 20 December, the base have accumulated 8500 supplies (in anticipation of a siege), and the supply spoilage kicked in. You can shuffle the supplies in China using supply levels at bases, but you also need airfields to house these supplies.


Iím actually hoping supply is too plentiful in this current game. That way I can accurately track supply usage for the entire country of China month by month. Once we have an accurate usage figure, itíll allow me to set a target goal for supply production across the map and then the hard part will be to simply decide which bases get what.

So for example letís assume China has an average total supply usage of 100,000 a month once its army is fully repaired. Then we simply take that usage number subtract the current on map supply production from the stock scenarios and the sum is the total amount you need to add map wide to China.

Of course the Chinese units and equipment are pretty crappy, so we may find out that even with plentiful supplies China is still a pushover. If that is the case then a total overhaul of the country would be needed. Iím hoping the much simpler supply issue fixes the problem.

Jim



< Message edited by Jim D Burns -- 10/1/2014 6:44:16 PM >


_____________________________



(in reply to Yaab)
Post #: 19
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 10/13/2014 2:12:19 PM   
Jim D Burns


Posts: 3457
Joined: 2/25/2002
From: Salida, CA.
Status: offline
10 Dec 41

Really quiet turn today, guess itís the calm before the storm. A Japanese sub surfaces and sinks a small xAKL with just its deck guns in the Philippine Islands.

--------------------------------------------------------------------------------
Submarine attack near Zamboanga at 75,87

Japanese Ships
SS I-123

Allied Ships
xAKL Latouche, Shell hits 6, heavy fires, heavy damage

xAKL Latouche is sighted by SS I-123
SS I-123 attacking xAKL Latouche on the surface
Massive explosion on xAKL Latouche
--------------------------------------------------------------------------------

Japanese troops begin to land at Aparri, and the British are kicked out of Kota Bharu.

It was a close fight, perhaps if Iíd changed the leaders in Malaya with my starting PP Japan might have failed to take the base. But I deemed it too important to get some air cover into China and the two AVG squadrons I sent needed to switch HQís to a non-restricted HQ to cross international borders per our house rules, so Malaya got no new leaders.


--------------------------------------------------------------------------------

Ground combat at Kota Bharu (51,75)

Japanese Deliberate attack

Attacking force 3990 troops, 38 guns, 0 vehicles, Assault Value = 177

Defending force 4079 troops, 40 guns, 1 vehicles, Assault Value = 102

Japanese adjusted assault: 52

Allied adjusted defense: 10

Japanese assault odds: 5 to 1 (fort level 2)

Japanese forces CAPTURE Kota Bharu !!!

Combat modifiers
Defender: forts(+), leaders(-), disruption(-), preparation(-)
fatigue(-), morale(-), experience(-)
Attacker:

Japanese ground losses:
83 casualties reported
Squads: 0 destroyed, 8 disabled
Non Combat: 0 destroyed, 0 disabled
Engineers: 0 destroyed, 0 disabled

Allied ground losses:
1256 casualties reported
Squads: 63 destroyed, 19 disabled
Non Combat: 72 destroyed, 0 disabled
Engineers: 21 destroyed, 0 disabled
Guns lost 33 (32 destroyed, 1 disabled)
Vehicles lost 1 (1 destroyed, 0 disabled)
Units retreated 3

Defeated Allied Units Retreating!

Assaulting units:
56th Infantry Regiment
12th Engineer Regiment
5th JAAF AF Coy

Defending units:
FMSV Brigade
8th Indian Brigade
3rd ISF Base Force
--------------------------------------------------------------------------------

At Pearl Harbor DD Phelps continues to valiantly fight the fires that have been raging out of control since the Dec. 7 surprise attack. With 22 fires still burning and flood damage sitting at 94, itís really a nail biter on whether or not sheíll survive. Have to give credit to the crew for keeping her afloat this long given how badly off sheís been.

This is my first time using Andrew Brownís stacking limit map, does anyone know how to display stacking limits for non-base hexes? Is it even possible? I know if you have more than two units in a hex and you click on the unit icons you can see the stacking limits on that page, but how do you check an empty hex or hexes with only one unit in them?


Jim





Attachment (1)

< Message edited by Jim D Burns -- 10/13/2014 3:14:47 PM >


_____________________________



(in reply to Jim D Burns)
Post #: 20
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 10/13/2014 3:39:54 PM   
Andav

 

Posts: 201
Joined: 5/8/2007
Status: offline

If you right click on the hex empty hex, it should display the stacking limit in the upper right corner of the screen. Because of the screen resolution I use, I do not see the entire number but I can see the first 2 digits usually. I would also like to know if there is a hot key to display this information.

Walter

(in reply to Jim D Burns)
Post #: 21
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 10/13/2014 4:41:09 PM   
witpqs


Posts: 16787
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: Andav


If you right click on the hex empty hex, it should display the stacking limit in the upper right corner of the screen. Because of the screen resolution I use, I do not see the entire number but I can see the first 2 digits usually. I would also like to know if there is a hot key to display this information.

Walter


Not that I know of. For bases it is displayed in Tracker.

_____________________________


(in reply to Andav)
Post #: 22
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 10/13/2014 9:19:36 PM   
Jim D Burns


Posts: 3457
Joined: 2/25/2002
From: Salida, CA.
Status: offline

quote:

ORIGINAL: Andav


If you right click on the hex empty hex, it should display the stacking limit in the upper right corner of the screen. Because of the screen resolution I use, I do not see the entire number but I can see the first 2 digits usually. I would also like to know if there is a hot key to display this information.

Walter




Thanks, hadn't noticed the info on the top bar, this is a big help. Though I agree a hotkey overlay would really make it easier to plan for stacking issues.

Jim

_____________________________



(in reply to Andav)
Post #: 23
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 10/16/2014 8:12:51 PM   
Jim D Burns


Posts: 3457
Joined: 2/25/2002
From: Salida, CA.
Status: offline
11 Dec 41

Last turn I ordered the DM Thracian to run in and plant its mines at San Fernando and it lead to an exciting series of night engagements with a large Japanese screening force. I had also ordered 4 British PT boats to take up defense at Lingayen and they were caught up in the fighting as well.

All I can say is the Japanese gunners were not on their game this turn as they missed all my ships in the four night engagements (2 vs. the PTs and 2 vs. the Thracian). The only hit scored during the night was a single penetrating hit on DD Samidare by the Thracian though damage appeared to be light.

In the morning the Japanese again attacked the PTs and this time sank 3 of the 4 vessels. The Thracian was back in Bataan by daylight and sported 12 new experience points in night fighting ability. Not at all bad since I fully expected her to be blown to pieces as the turn was unfolding.


--------------------------------------------------------------------------------
Night Time Surface Combat, near San Fernando at 79,73, Range 8,000 Yards

Japanese Ships
CL Naka
DD Natsugumo
DD Minegumo
DD Asagumo
DD Murasame
DD Harusame
DD Yudachi
DD Samidare

Allied Ships
MTB 7
MTB 8
MTB 9
MTB 10

Maximum visibility in Overcast Conditions and 57% moonlight: 8,000 yards
Range closes to 10,000 yards...
Range closes to 9,000 yards...
Range closes to 8,000 yards...
CONTACT: Japanese lookouts spot Allied task force at 8,000 yards
CONTACT: Allied lookouts spot Japanese task force at 8,000 yards
DD Minegumo engages MTB 9 at 8,000 yards
DD Yudachi engages MTB 8 at 8,000 yards
DD Harusame engages MTB 9 at 8,000 yards
DD Murasame engages MTB 8 at 8,000 yards
DD Asagumo engages MTB 9 at 8,000 yards
Range closes to 7,000 yards
DD Harusame engages MTB 9 at 7,000 yards
DD Yudachi engages MTB 8 at 7,000 yards
DD Harusame engages MTB 8 at 7,000 yards
DD Murasame engages MTB 8 at 7,000 yards
DD Asagumo engages MTB 9 at 7,000 yards
DD Murasame engages MTB 10 at 7,000 yards
DD Samidare engages MTB 8 at 7,000 yards
DD Yudachi engages MTB 8 at 7,000 yards
DD Asagumo engages MTB 10 at 7,000 yards
DD Natsugumo engages MTB 10 at 7,000 yards
Range increases to 10,000 yards
DD Yudachi engages MTB 9 at 10,000 yards
DD Yudachi engages MTB 8 at 10,000 yards
DD Murasame engages MTB 7 at 10,000 yards
DD Murasame engages MTB 8 at 10,000 yards
DD Natsugumo engages MTB 8 at 10,000 yards
DD Asagumo engages MTB 9 at 10,000 yards
DD Yudachi engages MTB 8 at 10,000 yards
DD Harusame engages MTB 8 at 10,000 yards
DD Murasame engages MTB 9 at 10,000 yards
DD Minegumo engages MTB 9 at 10,000 yards
CL Naka engages MTB 10 at 10,000 yards
DD Yudachi engages MTB 9 at 10,000 yards
DD Minegumo engages MTB 9 at 10,000 yards
DD Natsugumo engages MTB 10 at 10,000 yards
Range increases to 11,000 yards
DD Samidare engages MTB 9 at 11,000 yards
DD Harusame engages MTB 10 at 11,000 yards
DD Murasame engages MTB 8 at 11,000 yards
DD Minegumo engages MTB 10 at 11,000 yards
DD Natsugumo engages MTB 10 at 11,000 yards
Task forces break off...
--------------------------------------------------------------------------------
Night Time Surface Combat, near San Fernando at 79,73, Range 5,000 Yards

Japanese Ships
CL Naka
DD Natsugumo
DD Minegumo
DD Asagumo
DD Murasame
DD Harusame
DD Yudachi
DD Samidare, Shell hits 1

Allied Ships
DM Thracian

Maximum visibility in Overcast Conditions and 57% moonlight: 8,000 yards
Range closes to 7,000 yards...
Range closes to 5,000 yards...
CONTACT: Japanese lookouts spot Allied task force at 5,000 yards
CONTACT: Allied lookouts spot Japanese task force at 5,000 yards
CL Naka engages DM Thracian at 5,000 yards
DD Samidare engages DM Thracian at 5,000 yards
Range closes to 4,000 yards
CL Naka engages DM Thracian at 4,000 yards
Range increases to 5,000 yards
CL Naka engages DM Thracian at 5,000 yards
DD Harusame engages DM Thracian at 5,000 yards
Range increases to 8,000 yards
CL Naka engages DM Thracian at 8,000 yards
DD Yudachi engages DM Thracian at 8,000 yards
Range increases to 11,000 yards
CL Naka engages DM Thracian at 11,000 yards
DM Thracian engages DD Yudachi at 11,000 yards
Task forces break off...
--------------------------------------------------------------------------------
Night Time Surface Combat, near San Fernando at 80,74, Range 6,000 Yards

Japanese Ships
CL Naka
DD Natsugumo
DD Minegumo
DD Asagumo
DD Murasame
DD Harusame
DD Yudachi
DD Samidare

Allied Ships
MTB 7
MTB 8
MTB 9
MTB 10

Maximum visibility in Overcast Conditions and 57% moonlight: 6,000 yards
Range closes to 11,000 yards...
Range closes to 10,000 yards...
Range closes to 9,000 yards...
Range closes to 8,000 yards...
Range closes to 7,000 yards...
Range closes to 6,000 yards...
CONTACT: Japanese lookouts spot Allied task force at 6,000 yards
CONTACT: Allied lookouts spot Japanese task force at 6,000 yards
DD Murasame engages MTB 10 at 6,000 yards
DD Harusame engages MTB 10 at 6,000 yards
Range increases to 7,000 yards
DD Samidare engages MTB 10 at 7,000 yards
DD Harusame engages MTB 7 at 7,000 yards
DD Murasame engages MTB 8 at 7,000 yards
DD Asagumo engages MTB 10 at 7,000 yards
DD Minegumo engages MTB 8 at 7,000 yards
DD Natsugumo engages MTB 8 at 7,000 yards
DD Harusame engages MTB 9 at 7,000 yards
DD Murasame engages MTB 8 at 7,000 yards
DD Harusame engages MTB 10 at 7,000 yards
DD Murasame engages MTB 9 at 7,000 yards
DD Minegumo engages MTB 7 at 7,000 yards
Range increases to 9,000 yards
DD Samidare engages MTB 10 at 9,000 yards
DD Harusame engages MTB 8 at 9,000 yards
DD Harusame engages MTB 7 at 9,000 yards
DD Murasame engages MTB 9 at 9,000 yards
DD Asagumo engages MTB 8 at 9,000 yards
DD Minegumo engages MTB 7 at 9,000 yards
DD Natsugumo engages MTB 9 at 9,000 yards
Task forces break off...
--------------------------------------------------------------------------------
Night Time Surface Combat, near San Fernando at 80,74, Range 8,000 Yards

Japanese Ships
CL Naka
DD Natsugumo
DD Minegumo
DD Asagumo
DD Murasame
DD Harusame
DD Yudachi
DD Samidare

Allied Ships
DM Thracian

Maximum visibility in Overcast Conditions and 57% moonlight: 8,000 yards
Range closes to 10,000 yards...
Range closes to 8,000 yards...
CONTACT: Japanese lookouts spot Allied task force at 8,000 yards
CONTACT: Allied lookouts spot Japanese task force at 8,000 yards
DM Thracian engages CL Naka at 8,000 yards
DD Natsugumo engages DM Thracian at 8,000 yards
Range closes to 7,000 yards
CL Naka engages DM Thracian at 7,000 yards
DD Yudachi engages DM Thracian at 7,000 yards
DD Minegumo engages DM Thracian at 7,000 yards
Range increases to 9,000 yards
CL Naka engages DM Thracian at 9,000 yards
DD Samidare engages DM Thracian at 9,000 yards
DD Minegumo engages DM Thracian at 9,000 yards
Range increases to 10,000 yards
CL Naka engages DM Thracian at 10,000 yards
Range increases to 11,000 yards
CL Naka engages DM Thracian at 11,000 yards
CL Naka engages DM Thracian at 11,000 yards
DD Yudachi engages DM Thracian at 11,000 yards
DD Natsugumo engages DM Thracian at 11,000 yards
Range increases to 12,000 yards
CL Naka engages DM Thracian at 12,000 yards
DD Samidare engages DM Thracian at 12,000 yards
Task forces break off...
--------------------------------------------------------------------------------
Day Time Surface Combat, near San Fernando at 80,74, Range 18,000 Yards

Japanese Ships
CL Naka
DD Natsugumo
DD Minegumo
DD Asagumo
DD Murasame
DD Harusame
DD Yudachi
DD Samidare

Allied Ships
MTB 7, Shell hits 1, and is sunk
MTB 8
MTB 9, Shell hits 1, and is sunk
MTB 10, Shell hits 1, and is sunk

Maximum visibility in Overcast Conditions: 20,000 yards
Range closes to 18,000 yards...
CONTACT: Japanese lookouts spot Allied task force at 18,000 yards
CONTACT: Allied lookouts spot Japanese task force at 18,000 yards
Nishimura, Teiji crosses the 'T'
DD Yudachi engages MTB 9 at 18,000 yards
DD Murasame engages MTB 9 at 18,000 yards
DD Asagumo engages MTB 9 at 18,000 yards
DD Minegumo engages MTB 7 at 18,000 yards
DD Natsugumo engages MTB 9 at 18,000 yards
DD Samidare engages MTB 7 at 18,000 yards
DD Murasame engages MTB 9 at 18,000 yards
DD Asagumo engages MTB 7 at 18,000 yards
DD Minegumo engages MTB 8 at 18,000 yards
Range closes to 15,000 yards
DD Harusame engages MTB 10 at 15,000 yards
DD Yudachi engages MTB 9 at 15,000 yards
DD Yudachi engages MTB 7 at 15,000 yards
DD Murasame engages MTB 8 at 15,000 yards
DD Asagumo engages MTB 9 at 15,000 yards
DD Minegumo engages MTB 10 at 15,000 yards
DD Natsugumo engages MTB 7 at 15,000 yards
Range closes to 13,000 yards
CL Naka engages MTB 10 at 13,000 yards
CL Naka engages MTB 9 at 13,000 yards
CL Naka engages MTB 8 at 13,000 yards
DD Murasame engages MTB 7 at 13,000 yards
MTB 10 sunk by DD Asagumo at 13,000 yards
DD Natsugumo engages MTB 9 at 13,000 yards
Range closes to 11,000 yards
DD Samidare engages MTB 8 at 11,000 yards
DD Harusame engages MTB 9 at 11,000 yards
DD Asagumo engages MTB 8 at 11,000 yards
DD Minegumo engages MTB 9 at 11,000 yards
MTB 9 sunk by DD Natsugumo at 11,000 yards
orders Allied TF to disengage
Range increases to 12,000 yards
DD Yudachi engages MTB 8 at 12,000 yards
Range increases to 14,000 yards
DD Harusame engages MTB 7 at 14,000 yards
DD Asagumo engages MTB 7 at 14,000 yards
DD Natsugumo engages MTB 8 at 14,000 yards
Range closes to 13,000 yards
CL Naka engages MTB 7 at 13,000 yards
DD Harusame engages MTB 8 at 13,000 yards
DD Murasame engages MTB 7 at 13,000 yards
DD Minegumo engages MTB 7 at 13,000 yards
DD Murasame engages MTB 8 at 13,000 yards
DD Yudachi engages MTB 7 at 13,000 yards
DD Harusame engages MTB 7 at 13,000 yards
DD Minegumo engages MTB 7 at 13,000 yards
DD Natsugumo engages MTB 7 at 13,000 yards
Range closes to 12,000 yards
CL Naka engages MTB 8 at 12,000 yards
DD Samidare engages MTB 7 at 12,000 yards
DD Yudachi engages MTB 8 at 12,000 yards
DD Murasame engages MTB 7 at 12,000 yards
DD Asagumo engages MTB 8 at 12,000 yards
DD Natsugumo engages MTB 7 at 12,000 yards
Range increases to 17,000 yards
DD Samidare engages MTB 8 at 17,000 yards
DD Samidare engages MTB 8 at 17,000 yards
MTB 7 sunk by DD Murasame at 17,000 yards
DD Minegumo engages MTB 8 at 17,000 yards
Task forces break off...
--------------------------------------------------------------------------------

Japanese troops land at Kavieng this turn. I have a nice little surprise waiting for them in the form of an SB2U-3 vindicator squadron at Rabaul. Iíve set all search aircraft to scan the area around Kavieng this turn in hopes weíll get an attack to launch on their ships.

A Japanese sub sinks a Dutch coastal minelayer near Toboali.

--------------------------------------------------------------------------------
Submarine attack near Toboali at 51,94

Japanese Ships
SS I-166

Allied Ships
CMc Pro Patria, Torpedo hits 1, heavy damage

CMc Pro Patria is sighted by SS I-166
SS I-166 launches 4 torpedoes
--------------------------------------------------------------------------------

I tried a little surprise on Luzon. I flew the British Torpedo planes from Hong Kong in and hoped Iíd get a free shot at the landings in Northern Luzon. Unfortunately my opponent had zeroes flying over the landings and my planes were all splashed. Combat report is FOW. I guess poor experience levels prevented any escorts from showing up.

--------------------------------------------------------------------------------
Morning Air attack on TF, near San Fernando at 80,74

Weather in hex: Thunderstorms

Raid spotted at 18 NM, estimated altitude 8,000 feet.
Estimated time to target is 11 minutes

Japanese aircraft
A6M2 Zero x 7

Allied aircraft
Vildebeest III x 3

No Japanese losses

Allied aircraft losses
Vildebeest III: 2 destroyed
--------------------------------------------------------------------------------

I got my revenge though. I have sent most of the shipping from Luzon south towards Mindanao due to the fact Iíve got fighter cover down there now. My opponent either had bad escort rolls as well or had his planes range set too far and I splashed 9 Kates from mini KB a few hexes east of Cagayan. (combat report is FOW again according to plane losses reported in the Intel screen)

--------------------------------------------------------------------------------
Morning Air attack on TF, near Butuan at 81,89

Weather in hex: Clear sky

Raid spotted at 8 NM, estimated altitude 11,000 feet.
Estimated time to target is 3 minutes

Japanese aircraft
B5N1 Kate x 8

Allied aircraft
P-26A x 3
P-35A x 4

Japanese aircraft losses
B5N1 Kate: 5 destroyed

No Allied losses

CAP engaged:
35th PG/34th PS with P-35A (4 airborne, 0 on standby, 0 scrambling)
(4 plane(s) diverted to support CAP in hex.)
4 plane(s) intercepting now.
Group patrol altitude is 20000 , scrambling fighters between 0 and 20000.
Raid is overhead
6th PS PAAC with P-26A (3 airborne, 0 on standby, 0 scrambling)
(3 plane(s) diverted to support CAP in hex.)
3 plane(s) intercepting now.
Group patrol altitude is 15000 , scrambling fighters between 0 and 15000.
Raid is overhead
--------------------------------------------------------------------------------

A nice result so early in game for sure. I still have to worry about his Vals but this should help a few extra ships make it through the gauntlet. At Pearl fires continue to grow but float damage is down a bit on the Phelps.

Jim





Attachment (1)

< Message edited by Jim D Burns -- 10/16/2014 9:34:14 PM >


_____________________________



(in reply to Jim D Burns)
Post #: 24
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 10/23/2014 12:00:07 PM   
Jim D Burns


Posts: 3457
Joined: 2/25/2002
From: Salida, CA.
Status: offline
12 Dec 41

Another relatively quiet turn today. Japan engages my PT blocking forces at night just west and south of Bataan with a pair of DDís, but manages to slip through them (no one was hit in the night fights with the PTs) and get to a lone xAKL and sinks it.

--------------------------------------------------------------------------------
Night Time Surface Combat, near Calapan at 78,79, Range 2,000 Yards

Japanese Ships
DD Tsuta
DD Yomogi

Allied Ships
xAKL Dai Lee, Shell hits 12, and is sunk
--------------------------------------------------------------------------------

A bit further south another xAKL gets sunk by a Japanese sub.

--------------------------------------------------------------------------------
Submarine attack near Lucena at 79,80

Japanese Ships
SS I-124, hits 1

Allied Ships
xAKL Yat Shing, Shell hits 2, Torpedo hits 1, heavy fires, heavy damage

xAKL Yat Shing is sighted by SS I-124
SS I-124 attacking xAKL Yat Shing on the surface
--------------------------------------------------------------------------------

When daylight arrives the pair of Japanese DDís sinks two British PT boats but the US PT boats they then engaged manage to escape damage. Unfortunately they fire all their torpedoes at the DDs and miss so I send them back to the PT pool during turn orders as I have no ability to replace the torpedoes at Manila anymore.

--------------------------------------------------------------------------------
Day Time Surface Combat, near Lubang at 78,78, Range 2,000 Yards

Japanese Ships
DD Tsuta
DD Yomogi

Allied Ships
PT Q-111
PT Q-112
PT Q-113, Shell hits 2, and is sunk
MTB 8, Shell hits 2, and is sunk
--------------------------------------------------------------------------------
Day Time Surface Combat, near Lubang at 78,78, Range 3,000 Yards

Japanese Ships
DD Tsuta
DD Yomogi

Allied Ships
PT-34
PT-35
PT-41
--------------------------------------------------------------------------------

A series of air battles take place over Clark Field today and start out bad for the allies with a Japanese sweep. But by dayís end the allies do ok and down a respectable number of bombers. The below reports are FOW, air to air losses for the allies for the day are 5 P-40Es and 2 P-40Bs. Japan lost 2 zeroes, 4 Nellís and 5 Bettyís. Damage to the airbase is orange though, so itíll take several days or more to fix.

--------------------------------------------------------------------------------
Morning Air attack on Clark Field , at 79,76

Weather in hex: Thunderstorms

Raid spotted at 18 NM, estimated altitude 25,000 feet.
Estimated time to target is 5 minutes

Japanese aircraft
A6M2 Zero x 11

Allied aircraft
P-40B Warhawk x 11
P-40E Warhawk x 20

Japanese aircraft losses
A6M2 Zero: 1 destroyed

Allied aircraft losses
P-40E Warhawk: 3 destroyed

CAP engaged:
24th PG/3rd PS with P-40E Warhawk (4 airborne, 0 on standby, 0 scrambling)
(7 plane(s) diverted to support CAP in hex.)
4 plane(s) intercepting now.
0 plane(s) not yet engaged, 3 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 0 and 15000.
Time for all group planes to reach interception is 1 minutes
24th PG/17th PS with P-40E Warhawk (3 airborne, 0 on standby, 0 scrambling)
(6 plane(s) diverted to support CAP in hex.)
3 plane(s) intercepting now.
0 plane(s) not yet engaged, 3 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 0 and 15000.
Time for all group planes to reach interception is 1 minutes
35th PG/21st PS with P-40E Warhawk (5 airborne, 0 on standby, 0 scrambling)
(7 plane(s) diverted to support CAP in hex.)
5 plane(s) intercepting now.
0 plane(s) not yet engaged, 0 being recalled, 2 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 0 and 15000.
Time for all group planes to reach interception is 40 minutes
24th PG/20th PS with P-40B Warhawk (0 airborne, 3 on standby, 7 scrambling)
3 plane(s) intercepting now.
0 plane(s) not yet engaged, 1 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000
Time for all group planes to reach interception is 12 minutes
--------------------------------------------------------------------------------
Morning Air attack on Clark Field , at 79,76

Weather in hex: Thunderstorms

Raid spotted at 19 NM, estimated altitude 15,000 feet.
Estimated time to target is 6 minutes

Japanese aircraft
A6M2 Zero x 33
G3M2 Nell x 6
G4M1 Betty x 16

Allied aircraft
P-40B Warhawk x 3
P-40E Warhawk x 9

Japanese aircraft losses
A6M2 Zero: 1 destroyed
G4M1 Betty: 2 destroyed, 1 damaged

Allied aircraft losses
P-40B Warhawk: 1 destroyed

Airbase hits 2
Airbase supply hits 2

Aircraft Attacking:
12 x G4M1 Betty bombing from 15000 feet
Airfield Attack: 2 x 250 kg GP Bomb, 4 x 60 kg GP Bomb
6 x G3M2 Nell bombing from 15000 feet
Airfield Attack: 2 x 250 kg GP Bomb, 4 x 60 kg GP Bomb

CAP engaged:
24th PG/17th PS with P-40E Warhawk (0 airborne, 0 on standby, 2 scrambling)
Group patrol altitude is 15000 , scrambling fighters to 16000.
Time for all group planes to reach interception is 56 minutes
35th PG/21st PS with P-40E Warhawk (0 airborne, 0 on standby, 0 scrambling)
3 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 17150 and 24150.
Time for all group planes to reach interception is 49 minutes
24th PG/3rd PS with P-40E Warhawk (0 airborne, 0 on standby, 0 scrambling)
4 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 20000 and 22300.
Time for all group planes to reach interception is 30 minutes
24th PG/20th PS with P-40B Warhawk (1 airborne, 0 on standby, 0 scrambling)
1 plane(s) intercepting now.
2 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 13000 and 19000.
Time for all group planes to reach interception is 45 minutes
--------------------------------------------------------------------------------
Morning Air attack on Clark Field , at 79,76

Weather in hex: Thunderstorms

Raid spotted at 14 NM, estimated altitude 19,000 feet.
Estimated time to target is 5 minutes

Japanese aircraft
G3M2 Nell x 13

Allied aircraft
P-40B Warhawk x 1
P-40E Warhawk x 6

Japanese aircraft losses
G3M2 Nell: 3 destroyed, 2 damaged

No Allied losses

Aircraft Attacking:
4 x G3M2 Nell bombing from 15000 feet
Airfield Attack: 2 x 250 kg GP Bomb, 4 x 60 kg GP Bomb

CAP engaged:
24th PG/17th PS with P-40E Warhawk (0 airborne, 0 on standby, 2 scrambling)
Group patrol altitude is 15000 , scrambling fighters to 16000.
Time for all group planes to reach interception is 47 minutes
35th PG/21st PS with P-40E Warhawk (0 airborne, 0 on standby, 1 scrambling)
Group patrol altitude is 15000 , scrambling fighters to 18000.
Time for all group planes to reach interception is 42 minutes
24th PG/3rd PS with P-40E Warhawk (0 airborne, 0 on standby, 0 scrambling)
3 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000
Time for all group planes to reach interception is 38 minutes
24th PG/20th PS with P-40B Warhawk (1 airborne, 0 on standby, 0 scrambling)
1 plane(s) intercepting now.
Group patrol altitude is 15000 , scrambling fighters between 0 and 15000.
Raid is overhead
--------------------------------------------------------------------------------

Mini KB moved a bit further south and its Kates find an xAKL and sink her. Next turn will probably be bad as my fleeing ships are just about to leave the range of my southern fighter cover. Though many convoys had weird retreat routes plotted at turn start, so there are probably surface ships somewhere near Davao that are scaring my ships and many want to flee north back towards Manila right now.

--------------------------------------------------------------------------------
Morning Air attack on TF, near Dadjangas at 79,94

Weather in hex: Light rain

Raid spotted at 20 NM, estimated altitude 9,000 feet.
Estimated time to target is 8 minutes

Japanese aircraft
A5M4 Claude x 5
B5N1 Kate x 7

No Japanese losses

Allied Ships
xAKL Cetus, Torpedo hits 3, and is sunk

Aircraft Attacking:
7 x B5N1 Kate launching torpedoes at 200 feet
Naval Attack: 1 x 45cm Type 91 Torp
--------------------------------------------------------------------------------

Kavieng falls today and no air attacks are launched by my planes so the Japanese ships must have fled. My search planes failed to find anything to shoot at.

Chinese units arrived at Ichang last turn and I launched a shock attack. Unfortunately the base holds so it doesnít look like the Chinese will get it. There are currently 10 Japanese units reported one hex east of Ichang and they will probably arrive before my units recover enough to attack again.


--------------------------------------------------------------------------------

Ground combat at Ichang (83,48)

Allied Shock attack

Attacking force 50082 troops, 274 guns, 0 vehicles, Assault Value = 1404

Defending force 16210 troops, 116 guns, 95 vehicles, Assault Value = 551

Allied adjusted assault: 2153

Japanese adjusted defense: 977

Allied assault odds: 2 to 1 (fort level 3)

Allied Assault reduces fortifications to 1

Combat modifiers
Defender: forts(+), leaders(+), preparation(-), experience(-)
Attacker: shock(+)

Japanese ground losses:
153 casualties reported
Squads: 2 destroyed, 23 disabled
Non Combat: 0 destroyed, 12 disabled
Engineers: 0 destroyed, 1 disabled
Vehicles lost 48 (2 destroyed, 46 disabled)

Allied ground losses:
5550 casualties reported
Squads: 166 destroyed, 174 disabled
Non Combat: 2 destroyed, 65 disabled
Engineers: 6 destroyed, 19 disabled
Guns lost 36 (2 destroyed, 34 disabled)

Assaulting units:
67th Chinese Corps
2nd Chinese Corps
32nd Chinese Corps
45th Chinese Corps
68th Chinese Corps
75th Chinese Corps
26th Group Army

Defending units:
13th Tank Regiment
34th Division
13th RGC Temp. Division
--------------------------------------------------------------------------------

The Phelps finally managed to get the fires put out and is set to pierside repairs this turn. Sheís a mess but sheís afloat.

Iíve come across something that has me worried. The Indian 44th, 45th and 46th Brigades all have device numbers listed like 21100/25700 as you can see in this turns screenshot. And when I click the show unit TO&E button, the units have no elements listed.

Anyone know what is going on here? Since the units have nothing listed for their TO&Eís will these units never draw replacements?


Jim





Attachment (1)

< Message edited by Jim D Burns -- 10/23/2014 2:48:53 PM >


_____________________________



(in reply to Jim D Burns)
Post #: 25
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 10/23/2014 12:01:01 PM   
Jim D Burns


Posts: 3457
Joined: 2/25/2002
From: Salida, CA.
Status: offline
13 Dec 41

Wake gets invaded today and my opponent brings in several small CL lead task forces to bombard the base. The net result is Wake falls without putting up much of a fight due to massive disruption. The coastal guns did manage a few hits before the bombardments rendered them useless, but all in all Wake was a cakewalk for Japan.

Guam also falls today.


--------------------------------------------------------------------------------
Pre-Invasion action off Wake Island (136,98) - Coastal Guns Fire Back!

35 Coastal gun shots fired in defense.

Japanese Ships
DD Oite, Shell hits 1
AMC Kongo Maru, Shell hits 2
--------------------------------------------------------------------------------
13 Coastal gun shots fired in defense.

Japanese Ships
xAKL Toyotsu Maru, Shell hits 5, heavy fires
--------------------------------------------------------------------------------
12 Coastal gun shots fired in defense.

Japanese Ships
xAKL Toyotsu Maru, Shell hits 2, heavy fires, heavy damage
xAKL Katsura Maru, Shell hits 2
--------------------------------------------------------------------------------
Ground combat at Wake Island (136,98)

Japanese Shock attack

Attacking force 3664 troops, 31 guns, 2 vehicles, Assault Value = 120

Defending force 1532 troops, 22 guns, 0 vehicles, Assault Value = 22

Japanese adjusted assault: 40

Allied adjusted defense: 5

Japanese assault odds: 8 to 1 (fort level 1)

Japanese forces CAPTURE Wake Island !!!
--------------------------------------------------------------------------------

Three fighter sweeps over Manila today shred allied air power. Iím down to about 20-25 working fighters and a similar number of damaged fighters left on Luzon.

I screwed up in China and poorly timed my moves into Sinyang. My intent was to change this corps move orders a turn or two ago to combat mode so it would slow down its advance and delay its entry into the city for a few extra turns so other units could arrive and be set to shock attack on the same turn it entered. But I forgot to change the orders and it charged in alone this turn (the other corp was set to defend orders and is fine).

The result is a lone corps crossed the river northeast of the city and shock attacked alone. The outcome was not pleasant and the corps has about 270 damaged squads and less than 10 undamaged left.


--------------------------------------------------------------------------------
Ground combat at Sinyang (86,48)

Allied Shock attack

Attacking force 7937 troops, 38 guns, 0 vehicles, Assault Value = 277

Defending force 9284 troops, 75 guns, 11 vehicles, Assault Value = 276

Allied adjusted assault: 0

Japanese adjusted defense: 289

Allied assault odds: 1 to 99 (fort level 4)

Combat modifiers
Defender: terrain(+), leaders(+), preparation(-), experience(-)
Attacker: shock(+)

Allied ground losses:
1606 casualties reported
Squads: 40 destroyed, 149 disabled
Non Combat: 1 destroyed, 22 disabled
Engineers: 7 destroyed, 7 disabled

Assaulting units:
12th Chinese Corps
29th Chinese Corps
3rd Group Army
31st Group Army

Defending units:
12th RGC Temp. Division
1st Ind.Mixed Brigade
18th RGC Temp. Division
52nd Field Const Co
67th JAAF AF Coy
--------------------------------------------------------------------------------

China captures Hwainan this turn. The 48th Corps started with a high level of preparedness for the base and I ordered it to march there on turn one. My opponent set his troops to march to the location the 48th corp started in and last turn I arrived in the city and Japan arrived at the previous hex I had just left. That left two weak defenders in the hex and China gets is first victory of the war. I doubt itíll hold long but I order it to begin digging in. Hopefully it can reach level 2 forts before Japan can launch its first counter-attack.

--------------------------------------------------------------------------------
Ground combat at Hwainan (89,50)

Allied Shock attack

Attacking force 5394 troops, 43 guns, 0 vehicles, Assault Value = 164

Defending force 1979 troops, 16 guns, 0 vehicles, Assault Value = 69

Allied adjusted assault: 147

Japanese adjusted defense: 7

Allied assault odds: 21 to 1 (fort level 1)

Allied forces CAPTURE Hwainan !!!

Combat modifiers
Defender: op mode(-), preparation(-), morale(-), experience(-)
Attacker: shock(+), leaders(+), leaders(-)

Japanese ground losses:
711 casualties reported
Squads: 31 destroyed, 8 disabled
Non Combat: 22 destroyed, 0 disabled
Engineers: 4 destroyed, 0 disabled
Guns lost 6 (4 destroyed, 2 disabled)
Units retreated 2

Allied ground losses:
7 casualties reported
Squads: 0 destroyed, 1 disabled
Non Combat: 0 destroyed, 0 disabled
Engineers: 0 destroyed, 0 disabled

Defeated Japanese Units Retreating!

Assaulting units:
48th Chinese Corps

Defending units:
12th RGC Ind. Brigade
7th RGC Temp. Division
--------------------------------------------------------------------------------

We may have a fleet action off Malaya this turn. Recon spotted a Japanese task force 3 hexes from Kuantan and I decided to go ahead and use the British CLs based at Singapore to form a light surface group to send in at full speed and see if my opponent forgot to send heavies with his landing force. Movement is listed as 8/8 and its 8 hexes to Kuantan so Iím hoping it makes it all the way in this turn and doesnít have to get a little closer and spend a turn at sea first.

Moonlight is down in the 30ís I think, so chances are a night engagement will commence at pretty close range, so even if he has heavies in his screen I should get in close enough to launch some torpedoes so perhaps itíll even the odds.

Iím really leery about sending in Mauritius with the group, but with PoW and Repulse both in the yards I needed the extra firepower. I spent PPs to give the ship the best commander available, now itís all up to the dice gods.


Jim





Attachment (1)

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(in reply to Jim D Burns)
Post #: 26
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 10/23/2014 2:34:39 PM   
BBfanboy


Posts: 3752
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline
Phelps Lives! Allied damage control is awesome!

About the vacant TOE for that unit, I have sometimes had glitches that blot out part of the unit display, like the data was not loaded properly from the hard disk when you called for it.
Mostly this happens with the picture not being loaded for a naval unit or air unit, but could happen with the other data for the unit. The fact that there are some unready squads/devices suggests there is a TOE which is filling out the unit.
To be sure, I would open the game Editor, load the scenario being used and then find the unit by its index number 6452. It should show the TOE in the unit data.

_____________________________

I have not yet begun to fight! OTOH I have not yet begun to flee. Hmmmmm - choices, choices -always with the choices.

(in reply to Jim D Burns)
Post #: 27
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 10/23/2014 3:36:11 PM   
Jim D Burns


Posts: 3457
Joined: 2/25/2002
From: Salida, CA.
Status: offline
Thanks BBfanboy, I hadn't thought about using the editor to look at the units.

I loaded up the editor and found an entry on each of the three brigades in the unit to load field. Anyone know what that field represents and why it may be affecting the units displayed TO&Es?

Edit: Just realized this unit starts onboard transports, so perhaps that is the convoy. Yep checked, it is the convoy.

When I check the box next to show TO&E in the editor the items in all green fields below that all read 00, so no TO&E in the editor either.

Jim





Attachment (1)

< Message edited by Jim D Burns -- 10/23/2014 5:00:00 PM >


_____________________________



(in reply to BBfanboy)
Post #: 28
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 10/23/2014 9:23:06 PM   
BBfanboy


Posts: 3752
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline
I think being on a convoy inhibits showing TOE - I remember trying to check the TOE of a unit where the main part was loading or unloading on a convoy while the /1 part was still ashore, and could not get a TOE display.
When they were all ashore again the TOE showed normally.

I think the "unit to load" number is the TOE for that point in the game. As the game updates TOEs for upgrades from time to time, it loads a new TOE and changes that number for the unit in-game.
If you look up that number 8427 in the editor you should see the 1941 TOE.

_____________________________

I have not yet begun to fight! OTOH I have not yet begun to flee. Hmmmmm - choices, choices -always with the choices.

(in reply to Jim D Burns)
Post #: 29
RE: China supply mod DBB - C, EM, SL, LC Burns (allies... - 10/23/2014 9:49:15 PM   
EHansen


Posts: 360
Joined: 12/6/2013
Status: offline
The TOE would probably be the TOE ID of 2691. 8427 should be the TF number it is loaded on at the start of the game.
Try looking at location 2691 and putting up a screen shot.

(in reply to BBfanboy)
Post #: 30
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