Playtest of Pacific at War 3 25 14

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thomasharvey
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RE: Playtest of Pacific at War 3 25 14

Post by thomasharvey »

It appears the Japanese player is dong the right thing. You only have a few turns to get as much ground as possible. In history the Japanese were stopped at the Battle of Midway in June of 42. In this scenario it could be sooner if your carriers are sunk sooner.

One thing both sides should do. Always hide the location of your carriers. Do not let the other side know where they are. Do not brag about their exploits which gives away their positions. Keep them guessing. They really should only be spotted when they are near enemy ships or bases. Therefore, when moving from one side of the map to the other keep them well out of the way. When the other side has no idea where your main striking force is they must be ready everywhere. When the enemy carriers are not located for a few turns it creates fear in the other player thinking you are up to something.

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RE: Playtest of Pacific at War 3 25 14

Post by thomasharvey »

Another concept to follow in my view is to keep your major carriers in one group. In history the US fleet operated with the carriers in individual task forces that did not support each other. Later they learned to keep them together for maximum defense support and maximum striking power.

The Japanese should do the same. Keep the 6 carriers together that struck Pearl Harbor and move them around hidden as much as possible. Strike and then move away as soon as possible. If you spot the American carriers then go for a killing blow to take his out. If the Americans lose their carriers early the Japanese player can then overrun much more territory.

Even after the Japanese lose their advantage in carrier power, they still have the Bettys and the Nells. With their long range and torpedo ability they are great on the defensive. The only problem is they get shot down easily, especially if no fighter escort is sent. The allied player must assume he could be attacked by the Bettys at any time. So be ready.

In all attacks, send the largest strike force as possible which will increase results and reduce losses.
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RE: Playtest of Pacific at War 3 25 14

Post by larryfulkerson »

ORIGINAL: thomasharvey
It appears the Japanese player is dong the right thing. You only have a few turns to get as much ground as possible. In history the Japanese were stopped at the Battle of Midway in June of 42. In this scenario it could be sooner if your carriers are sunk sooner.

One thing both sides should do. Always hide the location of your carriers. Do not let the other side know where they are. Do not brag about their exploits which gives away their positions. Keep them guessing. They really should only be spotted when they are near enemy ships or bases. Therefore, when moving from one side of the map to the other keep them well out of the way. When the other side has no idea where your main striking force is they must be ready everywhere. When the enemy carriers are not located for a few turns it creates fear in the other player thinking you are up to something.
There's no PO for either side so I'm playing hot-seat which means I have a rough idea where everything is. So I'm flipping a coin
when I need to make a decision. But these are good concepts to know. Thanks.
ORIGINAL: thomasharvey
Another concept to follow in my view is to keep your major carriers in one group. In history the US fleet operated with the carriers in individual task forces that did not support each other. Later they learned to keep them together for maximum defense support and maximum striking power.

The Japanese should do the same. Keep the 6 carriers together that struck Pearl Harbor and move them around hidden as much as possible. Strike and then move away as soon as possible. If you spot the American carriers then go for a killing blow to take his out. If the Americans lose their carriers early the Japanese player can then overrun much more territory.

Even after the Japanese lose their advantage in carrier power, they still have the Bettys and the Nells. With their long range and torpedo ability they are great on the defensive. The only problem is they get shot down easily, especially if no fighter escort is sent. The allied player must assume he could be attacked by the Bettys at any time. So be ready.

In all attacks, send the largest strike force as possible which will increase results and reduce losses.
Sounds good. I'll try to keep this in mind.
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RE: Playtest of Pacific at War 3 25 14

Post by larryfulkerson »

Here's the condition at Guam now. I'm going to move the PBY's out of there they aren't doing anything especially
helpful in this situation. The Wildcats can't fly and the Marines can't vacate the island. It looks like curtins.

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RE: Playtest of Pacific at War 3 25 14

Post by larryfulkerson »

I found five Walrus plane units hovering in mid-air over the water near Ceylon and I moved them, all of them, to the hex they
are in now. I found out why I could park all five of them there.......they are moving as ships. Is there a flag for Naval Air movement?
Anyway they need some tweeking.

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RE: Playtest of Pacific at War 3 25 14

Post by larryfulkerson »

The range on the P-40 looked a little small to me......I would have thought it would be at least as large as the P-36. So I
went to Wikipedia and found some specs for the P-40E. It appears to have a range approaching the P-38 which is big.
Something else to tweak I guess.

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RE: Playtest of Pacific at War 3 25 14

Post by Sensei.Tokugawa »

Volunteering for a PBEM play test right away as either side ( perhaps with a mild preference toward the Allies this time, but may go as imperial Japan gladly too) )if necessary. Not skilled in technical matters when it comes to the editor and the like, but quite a long-time player of TOAW III mostly in the PBEM mode and a long-time student of military history with a penchant for the Far East theaters and the Pacific ( starting with Costello 's "The Pacific War 1941- 45") so I'd count that as one of my definite pros here. I was trying to help Jason Mallette his new version of "Countdown to Infamy" earlier this year to get the community a decent TOAW III up to date simulation of the WWII Pacific struggle, but it never materialized as Jason lost his interest seemingly. Too bad. Now I am palytesting new version of Kunz's Ardennes '44 with Oberst Klink.

I skimmed the content of this thread and might have missed that, but what optional rules are you using Larry and is it a 3XBb game?
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RE: Playtest of Pacific at War 3 25 14

Post by larryfulkerson »

Hey Burrougs dude: your idea is a good one. I'm posting the latest version of the scenario here below so you can download
the scenario and take a look at it and move some units around etc. I'll send you my first moves as the Japs and we can post
the gameplay in this AAR, that okay? And yeah, lets use that new modded exe the 3xBb.exe file. I'll suspend the game I'm
playing and get started right away on our game. Stand by for my first moves.

And as for the attached file just truncate the "dot txt" off the end of the filename to make it a zip file and unzip it. The new
equipment file is included so the Walrus airplanes will act like airplanes again. Thomas works fast like that.
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RE: Playtest of Pacific at War 3 25 14

Post by larryfulkerson »

Okie dokie.......Burroughs and I have started our PBEM and I'm doing my moves right now to send to him. But first the
combat phase of the first turn round one: Here's the result of one of the three carrier strikes. I damaged 3 DD's and
lost all my planes because I made a three-dot attack. All my carrier strikes are three-dot attacks.

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RE: Playtest of Pacific at War 3 25 14

Post by larryfulkerson »

Here's the results of the second of three:

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RE: Playtest of Pacific at War 3 25 14

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Here's the results of the third of three:

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RE: Playtest of Pacific at War 3 25 14

Post by larryfulkerson »

Here's the results of the attack at Guam:

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RE: Playtest of Pacific at War 3 25 14

Post by larryfulkerson »

Here's the results of the assault on the PI. I got ashore with two divisions.

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RE: Playtest of Pacific at War 3 25 14

Post by larryfulkerson »

It's Xmas day ( 25th ) and my best christmas present is moves from Marcin. Here's the Haiphong area now. I'm going to need some
more people to hold the hordes back here. The Japs don't have a lot of excess shipping and the sea capacity is rather low so I need
to plan ahead and use priorities for every move via sea.

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RE: Playtest of Pacific at War 3 25 14

Post by larryfulkerson »

Here's the PI now.

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RE: Playtest of Pacific at War 3 25 14

Post by larryfulkerson »

Here's the Bangkok area now. During the first turn moves I neglected to move the land combat troops from Saigon to the
Bangkok port so I did that this time. I dropped some paratroops on the bridge over the river Kwai and down in Malaya in
the mountains on the road so as to buy me enough time to get a front line set up in good blocking positions.


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RE: Playtest of Pacific at War 3 25 14

Post by larryfulkerson »

I parked the Jap carriers near Guadacanal since I'm going to be pushing south of there to extend the captured islands going south
go Fiji.

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RE: Playtest of Pacific at War 3 25 14

Post by larryfulkerson »

I've encircled the island of Esprito Santo because I'm going to bombard it to soften it up for the landings to take place next turn.
I expect to lose a ship or two in the bombardment.

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RE: Playtest of Pacific at War 3 25 14

Post by larryfulkerson »

Here's the results of my attack on Corregedor: I lost a CA and some DD's.

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RE: Playtest of Pacific at War 3 25 14

Post by larryfulkerson »

Here's the results of bombarding Wake:

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