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This will be a slow paced game, at start, using Reluctant Admiral 4.1 which was just finalized last week. DivePac has some on going medical issues, so we probably get a turn done every two to three days for most of December, but he feels the pace will pick up after the initial moves are underway. He is a disciple of Mike Solli school of Japanese economics. He is probably more OCD when it comes to managing it than even I am, which is saying something.
I had started a PBEM game vs DivePac (Des) using this mod, but the Chinese LCUs were at full TO&E even if 50% disablement. Thus, the game was put on hold while I assisted John 3rd in getting some errors from the Allied side cleared up and some re-organizing of Japanese Naval HQs (mainly which would be Command HQs and their range). The Pensacola convoy will start at Darwin vs the last version which put it at Manila. We had played only three turns and for those turns, Pearl was hit every day sinking 3 BBs and putting the remaining 5 out of the war for over a year or more.
Besides the normal combat results being posted, I'll try to share how I manage the Allied logistics at start. This will include what specific transports I use, what escorts are assigned, and where they are going. The problem for the Allies is not enough fuel or supply, but getting it away from the USA in an efficient manner. As some Allied players can clearly state, it is easy to run short of fuel early in the game if you're not careful. I will post some spreadsheets and other useful hints that I have learned over years playing WITP/AE.
Now, I await the first turn...

