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Welcome to the Allied thread for the Guadalcanal LP. If you are a Japanese player - scoot. You're not supposed to be here. First things first: Have you signed up on the spreadsheet? Also the discord is HERE For future reference, here is the combat area and a a blank map for you to reference. Here is what the game says about your objectives in the Scenario. FACTIONS The allied side is split in two along the following lines. Both factions need to elect a leader for their faction so put your hand up if you are interested. Ideally the leader will have the game so they are able to check things up and provide feedback to their players. Furthermore leaders will have access to a number of special cards to meddle with both the enemy... and the other faction of their side. We also need to separate units out by commanding players. I have put some suggested roles in the spreadsheet but feel free to divvy up command how you see fit. OBJECTIVES Here you have it. Firstly you must hold your current positions - you're supposed to be on the offensive here! After that Red is primary objectives - these must be occupied or at least not have any significant Japanese presence by the end of April. Yellow is secondary objectives, nice to haves which will determine the winner if both teams achieve their primary objective. If anyone can move on Rabaul I will be rather impressed but it's in there as a bonus objective. As you can see both the Commonwealth/US Army and the US Navy have a different objective set - and likely not enough resources to complete them alone! And now onto the various summaries and a crash course in WITP command. Saros fucked around with this message at 00:10 on Nov 27, 2018 |
# ? Nov 19, 2018 14:32 |
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# ? Apr 26, 2024 10:03 |
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Useful links WITP-AE Manual WITP-Tracker a very useful tool is available here. How to give orders and the basics of interpreting WITP screens. - Observer thread link Baseic's of Bases [SIC] - Observer thread link Ground unit damage, Preparation and MALARIA Air Missions Transporting troops and cargo Air, Submarine and Fast transport USN ground unit details Turns: Turn 1, 06/08/1942 Turn 2, 07/08/1942 Turn 3, 08/08/1942 Reinforcements: Ground units. Capital Ships Cruisers Submarines: Replacement rates and current aircraft pools [per month]. Aircraft under R&D and expected future deliveries. Saros fucked around with this message at 12:37 on Jan 23, 2019 |
# ? Nov 19, 2018 15:27 |
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As one of the few people signed up for the Commonwealth/US Army who actually has the game, I'm happy to put myself forward as leader for that faction.
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# ? Nov 19, 2018 16:25 |
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Unless someone else really wants the job (and I will automatically defer to Serpentis, who actually owns the game), I volunteer to lead the madhouse that is the US Navy.
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# ? Nov 19, 2018 17:52 |
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Jossar posted:Unless someone else really wants the job (and I will automatically defer to Serpentis, who actually owns the game), I volunteer to lead the madhouse that is the US Navy. Well, I'm glad you specified Navy, because I was about to turn around and point out the Chungking Crapshoot in Grey's Japan LP as a drat good reason why I want nothing to do with the US Army... Having said that, as said in the original thread while I have practically no experience actually playing this, I'll take command of the US Navy. Battleship "X" will ride again!* *...battleships are still relevant, right?
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# ? Nov 19, 2018 19:15 |
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In which case i'll switch to Sub Command for the US Navy. Aka "sitting at a desk and praying that the torpedoes in the field actually explode."
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# ? Nov 19, 2018 20:31 |
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I don't own the game but I follow orders, unless there is a strong objection I'd like to go with US Navy Carrier Command Flat top supremacy is the best supremacy
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# ? Nov 20, 2018 01:44 |
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I, too, don't own the game and have absolutely zero experience, but I want to feel like I'm helping! And if "Feeling like they're helping" is my goal, it'd have to be Commonwealth Land and/or Commonwealth (not USAAF!) Air. Jungle carbines and Wirraways, son, and by God I'll find a way to make those Wirraways useful! Follow me lads, we're off to reenact Gallipoli! Radio Free Kobold fucked around with this message at 02:04 on Nov 20, 2018 |
# ? Nov 20, 2018 02:00 |
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Hello Allied thread! ALLIED SPREADSHEET This is the current state of you assignments. As you can see you seem to have enough players but a certain shyness regarding taking command roles. I want to emphasis that honestly you don't need to stress too much about a lack of experience. The scenario starts with the Guadalcanal assault force (1st Marine division and friends) loaded and ready to go and you have overwhelming material superiority in the theater for nearly two weeks so the chance of a severe early fuckup is relatively low. I am also more than willing to handhold and interpret orders from plain English into WITP commands. For now I need you to decide who is in charge of what. I am hoping to get the first turn out (you are going first as you hold the strategic surprise - the Japanese side will not get to give orders on turn 1) this weekend with a big post on thursday with everything you need to know to give you first turn orders. -------------------------------------------------------------- Ah by the way I better mention for those with the game we are going to be running the "Unofficial Public Beta - 1126b" Install the game Install the official update 1.1 - whatever version it is. Install the Beta update - http://www.matrixgames.com/forums/tm.asp?m=3185062 Saros fucked around with this message at 13:14 on Nov 20, 2018 |
# ? Nov 20, 2018 13:04 |
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Ok, Commonwealth & US Army commanders, here's how the forces we have are going to be split at present:
If we do get more players, we can split ANZAC aircraft off into their own separate command, or even the USAAF.
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# ? Nov 20, 2018 15:28 |
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Aww yeah, Three years to build a ship, Three hundred years to build a tradition. Let's play torpedo tag.
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# ? Nov 20, 2018 16:32 |
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It looks like the Americans have a surplus of unassigned people. We might be able to split US Air and US Ground between a few of the unassigned people. I remember someone saying in Discord that there's a shitload of US Aircraft.
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# ? Nov 20, 2018 17:12 |
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I'm interested in the USN aircraft, does that include the Marine squadrons? It's all about the Big Cat(alina)s I'm not free until say Saturday though to load up the game, so i'll be flying blindish until then
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# ? Nov 20, 2018 17:50 |
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FrangibleCover posted:Aww yeah, Three years to build a ship, Three hundred years to build a tradition. Let's play torpedo tag. 60% of the time in 1942 your US subs will be going 'CLUNK' instead of 'BOOOM.' On that note - I have several options for 'cards' which Faction leaders will be given to be played against other factions/sides but would be interested to hear suggestions. Things range from false sigint reports to shooting down Yamamoto so be creative.
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# ? Nov 20, 2018 18:05 |
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Saros posted:60% of the time in 1942 your US subs will be going 'CLUNK' instead of 'BOOOM.' quote:On that note - I have several options for 'cards' which Faction leaders will be given to be played against other factions/sides but would be interested to hear suggestions. Things range from false sigint reports to shooting down Yamamoto so be creative. Having some description of "Dugout Doug" and "Go Army Beat Navy" cards that represent interservice rivalries flaring up and mean that each faction of the opposing side aren't allowed to communicate with each other for a turn could be tough to police but it'd be really cheeky if you can make it work.
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# ? Nov 20, 2018 18:52 |
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I'll take over the US surface ship command. Lets see how many Battleships I can get sunk! I tend to be aggressive in war games so am hoping to raid and bombard a lot. Going to try to keep the BBs out of port as much as possible. Oh god, I'm going to have to organize convoy escorts and ASW patrols too aren't I?
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# ? Nov 20, 2018 19:02 |
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LLSix posted:I'll take over the US surface ship command. Lets see how many Battleships I can get sunk! US Navy Command reminds you if you sink the South Dakota, he will And yes, yes you are. Jokes about Battleship X aside, I sense we'll need to exploit the opening advantage and have no trouble with having an aggro-leaning commander on our surface fleet. Welcome aboard! And the same goes to all people signing up with the USN Except for whichever drat Ensign keeps leaving "In the Navy" playing on the HQ tannoy. If I find out whoever that is, they're getting put on the nearest sub I can locate. The outside of one.
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# ? Nov 20, 2018 22:13 |
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FrangibleCover posted:Ah, but I'm Commonwealth Boatman, all of my torpedoes function perfectly. Sadly, all of my submarines are playing sink the salami in the Med, my strike aircraft are pissing about pretending to invade the Andamans and my surface combatants are up against Long Lances. Should be fun. I don't think you've seen the news from the discord yet, so to break it for you - you're going to be getting some fun toys to play with that aren't in the base scenario. Let's just say that some ships aren't actually pissing about in the Andamans, or acting as artificial reefs in the South China Sea.
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# ? Nov 20, 2018 22:19 |
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So good news and bad news. Turns out I have been by accident doing all the scenario specific modifications to an old, very obsolete version of the Guadalcanal scenario. The bad news means that it will be thursday before I have the time to finish redoing the changes to an updated version of the Scenario so the initial turn will be delayed slightly. The good news is that this means I will have a chance to incorporate some extra stuff based upon player feedback. Please vote for one option for each faction. Yes you get a vote for both factions for maximum chaos. USN options: Subs, I loving love em. Also ice cream machines. Would you like more SUBMARINES? Also torpedoes that actually work [historically the US fleet subs had a verrryyyy bad failure rate for their early war torpedoes]. Vote subs today. What this war needs is a bigger Navy's Army. Do you just love MARINES? Rhetorical question, nobody loves Marines not even their own mothers that's why they're Marines. Vote Marines for more Jarhead death today. You get 3rd Marine division and a few friends. Actually I just love boats! I mean this is the navy after all? A scant few very scary boats show up before they have any right to be here. Commonwealth & US Army options: Gid-fuckkin-day-mate! Love Australians? Want an entire division of experienced and only a bit drunk Australian Troops? Vote Gidday today. But, Kiwi's cant fly? These New Zealand squadrons, veterans of the Battle of Britain were taking some well earned time off when the Japanese rudely frightened their smaller and generally less hardy Australian cousins. Flying totally not stolen very swanky British planes they are a force to be reckoned with. Lads on tour! The quintessential British drinking experience leads some of them to far away places, this time they seem to have come with the ROYAL NAVY in tow. Saros fucked around with this message at 01:56 on Nov 21, 2018 |
# ? Nov 21, 2018 01:34 |
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420 launch subs erryday
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# ? Nov 21, 2018 02:24 |
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I'm voting for Subs and Lads. Having more, better submarines will give us a whole bunch of capabilities that will be useful in every area of the theatre. Given that there's very few bases from which the IJN can operate, it'll be very easy for us to concentrate the subs. Japanese ASW isn't great, which means it's the one that's least able to be countered. As far as troops go, there's already two USMC divisions in theatre, plus the US Army troops in New Caledonia and the New Hebrides (and the Australians). We don't really have enough amphibious shipping for everything (though this option might include that), and I'm not sure we need the extra troops. More, scary, boats is an enticing option, but it looks like they're going to be turning up later in the scenario. Subs will be present and useful right from the start. We can compensate for not taking the American boats by taking the Royal Navy's ones. Yes, they're less capable, but they're still a good bunch, and can be scary when operated well. They'll also be there from the beginning, which gives us more options. The experienced Australian division is enticing - we do have two in the scenario already, but they will need to be bought out and shipped to where they're needed, which will take time. At the same time, it's merely replicating capabilities we already have, rather than giving us new ones. The New Zealanders are less exciting. Airfield capacity in and around Port Moresby is at a premium, and unless their planes are really swanky, they won't be adding much we don't already have. At the same time, I do really want to see the Royal Navy, so I might be being a bit biased here.
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# ? Nov 21, 2018 02:33 |
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Saros posted:Also torpedoes that actually work [historically the US fleet subs had a verrryyyy bad failure rate for their early war torpedoes] vote subs. oh my god vote subs. Historically, US torpedoes had about a 40% (60%?) failure rate due to multiple instances of shoddy equipment. The gyros were poo poo, so sometimes they'd run too deep, other times too shallow, still other times veer off course entirely, and sometimes, worst of all, the torpedo would circle back and hit the sub that launched it. The magnetic detonator was trash, so if they left that on instead of using the contact fuse then the torpedo would probably explode early, late, or not at all. The contact fuse itself was shoddy and would sometimes deform on impact (rather than exploding) resulting in the infamous CLANG! I know I'm just a sub grognard so I might be a bit biased here but if you vote torpedoes it will be unexpectedly good. Once the American subs got their poo poo sorted out then their subs started absolutely dunking on people. This is due to a combination of A, there being a fuckload of them, and B, historical IJN being absolute trash at ASW. The two leading causes of Japdeath At Sea in the pacific were American Carriers, and American Submarines, so much so that the subs wound up accounting for about as much as the planes. So having torpedoes that actually loving work as well as just more subs in general means we can play merry loving hell with Japanese fleet movements and especially transports, doubly so if we can predict where they're going and when in order to station subs in advance. As for Commonwealth, well. Two of those options would fall under my umbrella. That's either another infantry div or an air force that's actually worth a drat. I don't know my order of battle, so I don't know how much use a single (albeit, good) infantry div would do. Someone mentioned on discord that I'd be handling around a half-dozen infantry divs, and pics posted upthread indicate those are closer to militia than regulars so an actually experienced division of regulars would probably be something to build the frontline around. On the other hand, I'd probably see more improvement out of the Flying Kiwis, because I'm expecting Wirraways (), maybe Boomerangs () and mayyybe a couple Hurricanes otherwise. Having Beauforts or something show up to clown on the japs would be edit: Wait a minute. The Mosquito was designed in '40 and entered service in '41. The best twin-engine plane of the war could conceivably wind up in play. Voting for the Kiwis Radio Free Kobold fucked around with this message at 03:03 on Nov 21, 2018 |
# ? Nov 21, 2018 02:33 |
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Subs all the way. Last time I played the default Guadalcanal campaign, I stationed a dozen subs outside of Truk and things went very badly for the IJN.
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# ? Nov 21, 2018 02:34 |
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SUBS. I don't want to see clanks, I want to see booms. Gid-fuckkin-day-mate!. As an Aussie I kinda need to vote this
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# ? Nov 21, 2018 02:51 |
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Radio Free Kobold posted:On the other hand, I'd probably see more improvement out of the Flying Kiwis, because I'm expecting Wirraways (), maybe Boomerangs () and mayyybe a couple Hurricanes otherwise. Having Beauforts or something show up to clown on the japs would be The scenarios actually has a few aussie squads with Beauforts and Beaufighters by default. Buzz buzz malaria.
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# ? Nov 21, 2018 02:54 |
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that's all the excuse i need to change my vote
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# ? Nov 21, 2018 03:04 |
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Seriously, unless the ijn gets some early eboats, we can clog up Rabaul and the slot with subs. And make hay. Plush they’re great pickets. If we have the political points their commanders should be upgraded.
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# ? Nov 21, 2018 03:49 |
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As the commander of the USN surface fleet I demand you give me more boats! Everyone knows Kiwis can fly.
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# ? Nov 21, 2018 04:50 |
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I am heartened to see that so many of my fellow commanders recognize the importance of the work that we do at SUBPAC. Thanks to them, it will no longer be necessary to threaten the fine gents at BuOrd with being bludgeoned with a non-functional Mark 14 until we can get some working torpedoes. (Subs) As for the other branch of the service, everyone loves a flying ace! (Kiwis)
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# ? Nov 21, 2018 05:15 |
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As USNCOM, let's do my Commonwealth vote first. As a Brit it's tempting to just demand the re-re-re-return of the Royal Navy, but to be perfectly blunt; ships are our job here, thank you. As for the others... well I find myself leaning towards Kiwi Battle of Britain vets as a bit more useful to everybody rather than Aussie soldiers only useful to somebody. As for the US Navy? To be honest if it was just a matter of raw ships I would take "more X" I would take botes or jarheads first as... well, functional. However, if we're getting a general torpedo upgrade as well as new subs as part of the upgrade package, then I see the appeal. I'm going to withhold my US Navy vote until tonight when I've had time to consider the decisions in my head properly, seeing as I'm still seeing the need for more jarheads to be honest. Jossar posted:I am heartened to see that so many of my fellow commanders recognize the importance of the work that we do at SUBPAC. Thanks to them, it will no longer be necessary to threaten the fine gents at BuOrd with being bludgeoned with a non-functional Mark 14 until we can get some working torpedoes. You should probably be ready for me to order you to bludgeon BuOrd's idiots to death with a non-functional Mk. 14 anyway. Speaking from bitter late-game Silent War experience, I doubt they'll fix all of them.
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# ? Nov 21, 2018 08:06 |
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Subs and flying Kiwi's has a pretty commanding lead but I wont be able to do any editing today and maybe tomorrow so i'll let it run in case we get more sign ups.
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# ? Nov 21, 2018 14:08 |
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Alright, US Navy Goons, a quick 'out of character' post from me covering a couple of practical details. Thing 1): We still need an Air Command and a Ground & Transport Command. Air Command - despite the title overlap, as far as I'm concerned you have a separate and damned vital job to Carrier Command. Carrier Command will be running about with the fleets and providing air cover there, sure, but as the first post indicates - we've got Japanese bases to break at land, too. And that means airbases to run. I consider Air Command's job (right now) to be twofold. I) - Running any airbases inside our area of defensive operations. The Japanese are running their own game here, and our airspace needs defending. II) Once we take airfields in enemy territory, they become your responsibility. Needless to say, this means that while you won't get to hog all all the fighter fun, you'll have access to some of the meanest CAS and other aircraft America provides. Ever wanted to make a nice big hole in an atoll? Ground & Transport Command, as the title suggests, will have a vital job I) - running our supply convoys. I appreciate this doesn't sound like the most overwhelmingly interesting job, but trust me, not only is it vital, you'll also have a much more exciting job II) to run concurrently: Oorah! Need I say any more? All the other Commands might get to muck about with boats, but you get to go places and kick Japanese teeth in. Think about it. If anyone's interested in either, put your name up in the thread, and if you have it, join the Discord Saros advertised! Thing 2): boring fact of life time: I run on GMT. I'm very much aware that a good number of the players under me - and Saros - don't. Therefore, once we have a full command set, I will nominate a 2IC who will act in my stead if snap decisions come up while I'm out of reach. I'll wait until my staff is full before making that call. Thing 3): I don't believe all of us have Discord, or use it regularly. I'm therefore going to take a leaf out of the AT:G LP/CYOA going on at the moment (SHAMELESS PLUG) and ask this: Can regular Discord posters try (where possible) to cross-post in thread? It'll keep the chain of command flowing far better if all information crosses both spaces. Thing 4): I see it won't matter too much, but my vote for the US Navy bonus package is surface ships. Having assessed the sub complement present and inbound, and that come January 1943 - which we will see in game - that the torpedo fail rate drops dramatically, I feel it makes more sense we buttress the surface navy for the heavy action it will see.
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# ? Nov 21, 2018 19:17 |
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For the sake of interservice rivalry, and because I think I'll get better fighters out of this than I will from the Kiwis, I vote Surface Ships for both the USN and the Commonwealth procurement. My guesses as to what each package involves: Subs, I loving love em. - More subs (+6?) and the reliability increase to 80% for our Mk.14s on day 1 rather than in January. What this war needs is a bigger Navy's Army. - 3rd Marine division and probably transports for them. Maybe some Seabees or some coastal artillery units instead. Actually I just love boats! - Very scary boats early? Essexes. Two of them, possibly not immediately. Iowas are stretching things too far. Gid-fuckkin-day-mate! - A division of Aussies from the Western Desert. These should be some of the best troops in theatre. But, Kiwi's cant fly? - 2-3 squadrons of experienced Spitfires. Lads on tour! - Probably something to the tune of 2x Illustrious class carriers with Martlets and Albacores. Therefore, if I'm right and if we get both surface ship packages our fleet carrier count increases by about 150% over the course of the scenario. That would be quite the force multiplier.
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# ? Nov 21, 2018 19:29 |
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Serpentis posted:
As someone who also runs on GMT, I'm going to do the same. Also, if people are looking for roles, and don't fancy joining the USN, we do have an American role available, running either the USAAF, or US Army ground forces in theatre.
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# ? Nov 21, 2018 19:33 |
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If Saros isn't offering Yamato and Musashi to the Japanese then I'll be very disappointed. If the Japanese are offered the Hotel Sisters and don't pick them then I'll be even more disappointed.
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# ? Nov 21, 2018 20:43 |
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Radio Free Kobold posted:If Saros isn't offering Yamato and Musashi to the Japanese then I'll be very disappointed. Yamato is already in the scenario. I think Musashi and another battleship or two might either be on offer, or added to the scenario anyway, in much the same way as we're getting some stuff over the original scenario by default.
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# ? Nov 21, 2018 20:54 |
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"Wikipedia posted:On 7 August 1942, Allied forces, predominantly United States Marines, landed on Guadalcanal, Tulagi, and Florida [the little island between them] in the southern Solomon Islands In any case, I'm going to try to sketch out my wishlist of force allocations. I don't have a list of available ships yet, so this is going to be more in the way of brainstorming than a firm plan but its a good idea to get some thinking done. In rough order of priority I want: 1) Escorts for the CVs. 1 BB and 1CLAA and a decent mix of ASW destroyers and AA destroyers per CV. BB to be just fast enough to keep up. I have plans for any fast BBs left over. a. BBs make very good plane sponges so when the Carriers get into a duel it should help keep the CVs alive, ditto the CLAA b. From the wiki, OTL Japanese had more carriers than USN and they’re getting extra toys so we can expect our carriers to be outnumbered so I think I need to provide a heavy AA escort 2) Escort for the Guadalcanal Troopships 2 BBs, 1 CLAA and escorts (no fast CAs) 3) Escort for the “Florida” Troopships 2 BBs, 1 CLAA and escorts (no fast CAs) 4) A fast interdiction force composed of any fast BBs left and a good number 6+ of CAs and at least 2 CLAAs + 1/BB if I can spare them a. Historically the Japanese were able to put together a raiding force of 5CA, 2CL, 1DD to maul Allied supply ships. I’d like to prevent that and also smash up any attempts to reinforce the island. b. It’d be nice if air cover could be provided, maybe an attached CVL with all fighters or something. CVE is probably too slow. 5) Escort for the Tulagi troopships 1 BB, 1 CLAA, maybe a CA if I can spare one + escorts a. This looks like the smallest force with only 886 Japanese soldiers 6) 2 BBs to bombard any nearby airfields – anyone know where the Japanese airfields are? 7) Preliminary bombardment of Guadalcanal 8) Preliminary bombardment of “Florida” 9) Preliminary bombardment of Tulagi 10) Forward deployed colliers to quickly turn around bombardment forces and interdiction fleet. 11) Escorts for second wave supply ships, especially any Land Based Air transports 12) ASW patrols around Noumea 13) ASW escorts for supply convoy from Sydney to Noumea 14) Escorts for supply convoys to Guadalcanal area 15) Second surface combat group to patrol and protect ships in the hexes between the target islands 16) Third surface combat group to raid Japanese supply lines between Rabaul and Truk. 17) Fourth surface combat group composed of very fast ships to hold in reserve until Japanese Carriers are spotted and then try to engage them 18) Support Commonwealth and Army operations around Buna or Lae 19) Permanent Fleet presence protecting Henderson field port 20) CL surface combat group to try to intercept the Tokyo Express DD troop runs I expect to turn bombardment fleets around and send them back to the same targets until we win and then retarget them as the situation evolves. From this I can see I already have a few requests for other branches USN Carrier Command Air cover for my interdiction force as detailed in wishlist item 4. Please see if you can spare any fast CVE or CL units to provide a cap to allow the interdiction force to stay on station. Do you have any additional escort needs beyond those I've already laid out? Oiler or collier needs? USN Ground and Transport With the anticipated tempo of naval operations, having a nearby port capable of rearming BBs or at least CAs would be extremely helpful. Does anyone know what port size is needed to reload BBs? From Grey's LP I found this link to an excellent discussion of repairs: http://www.matrixgames.com/forums/tm.asp?m=2990845 I think it would be a good idea to make regular supply runs to Noumea to support the high tempo of operations I hope to execute. Please let me know about any convoys you plan so I can provide adequate escorts. Do you have any questions or concerns about my escort and support plans? USN Air Any assistance you can provide with CAP and Naval search missions would be greatly appreciated. Please notify me when you are shipping planes around so I can provide them with adequate escorts. Army and Commenwealth forces Any requests for support or assets you can spare to support our planned invasion of Guadalcanal? Please let me know if you need invasion escorts or assistance with ASW. Everyone (I welcome your input on the other issues too) Truk and Ponape are both temptingly isolated. What are your thoughts on assaulting or raiding them? What is a good number of escorts per BB? Grey seems to run with ~5-10 destroyers per fleet. Serpentis posted:Thing 2): boring fact of life time: I run on GMT. I'm very much aware that a good number of the players under me - and Saros - don't. Therefore, once we have a full command set, I will nominate a 2IC who will act in my stead if snap decisions come up while I'm out of reach. I'll wait until my staff is full before making that call. I run on GMT -6 and don't have access to Discord during my workday. I'm usually doing something on the weekend so will be intermittently available.
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# ? Nov 21, 2018 20:55 |
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We'll be starting the scenario out with (iirc) 2 TFs for amphibious shipping, all set up and full of fully prepped troops. One's going to the Tulagi hex, which includes the island of Florida. The other is going to Lunga, the southern-most of the two Guadalcanal hexes. There are covering TFs, one of which has three RAN cruisers, the USS Chicago and some destroyers, and another with the US CLAA San Juan and a couple of destroyers. The carriers start out northeast of Luganville/Espiritu Santo, with one TF for each CV - we only have three CVs, at least at first, and no CVEs or CVLs. Some CVEs will turn up with time though. Each CV has an accompanying battleship, plus some lighter escorts - I think each has a CLAA, but I'd need to check that. The major Japanese airbase nearby is Rabaul. Everything else starts out as little more than a seaplane base until you get to Lae on New Guinea. The best way to prevent another Savo Island will be to keep the CVs tight in to Guadalcanal, at least until the troops have all disembarked. Refuelling and replenishing battleships or torpedoes will need to be done at Sydney or Noumea. I don't think we'll get any of the munitions ships we'll need to replenish armaments at any other base, though we do have some oilers. Randomcheese3 fucked around with this message at 21:25 on Nov 21, 2018 |
# ? Nov 21, 2018 21:10 |
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Commonwealth Ground Command only has a vague idea of what I'm working with. Considerations: 1. Infantry against Infantry is a shitshow. 2. Infantry in mountains is a shitshow. Alleviate this with flanking through the southern mountains, then pushing up the coast. 3. I won't have a lot of pieces to move around, so I want to avoid overextending the front. I'm going to avoid pushing north until I've secured Buna. I'm probably going to try something like this... Cross the mountains to the south with a division or two, then push up the eastern coast of PNG in coordination with an attack directly across the mountains. If there's a spare American division on the southern tip of the island, I'd ask that you consider pushing up the coast with them. Commonwealth Air Command is going to operate out of Port Moresby, with intent to support ground troops with air superiority and CAS. If we get Spitfires or Hurricanes then the only place they can go is fighter sweeps or interception over the Port Moresby/Buna front. Twin-engine planes ought to be able to cover the closer bits of the Solomon Sea, but I'll probably have most of them doing CAS work. I'll definitely try and naval strike any known nipships nearby, but I'm not expecting anything to come poking around our side of the island. quote:Everyone (I welcome your input on the other issues too) We should hit Truk. I have no idea how that would happen or if it's even possible but if we can, we should. Even if it's just a hail-mary raid to blow some poo poo up and put the fear of god in 'em, we should do it.
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# ? Nov 21, 2018 21:35 |
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# ? Apr 26, 2024 10:03 |
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Truk is isolated in much the same way that a castle on a perfectly flat plane is isolated. It's true that they're unlikely to get anything there in time to help them, but I don't think we'll get anything there full stop. There are going to be a lot of Betties knocking around in this scenario and I'd be surprised if they didn't have some at Truk. Commonwealth Fleet Command currently has all of his deployable cruisers with the USN forces at the 'canal so go nuts, and do try to give them back intact after you're done landing. I don't really know what else I'm getting in terms of assets so I'll sort them out when we have more info. Looking at the map I think preventing resupply to Buna and Guadalcanal is a good thing for me to be doing, probably more focused on Buna since Guadalcanal has half the USN covering it. For Land Command, have a look for some Kiwi Seebees or something because I think if we get a runway onto Woodlark Island that should let Air move more units up to support us and also help the Yanks interdict Japanese forces going down the Solomons chain. Might not be worth it relative to just expanding Milne and Moresby though.
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# ? Nov 22, 2018 01:02 |